Expressions

A List Most Orderly

🔗

Expression

Patterns:
Since: 2.2-dev19, 2.14 (retain indices when looping)
Return Type: Object
Sorteth the given list in natural order. All objects within the list must be comparable; shouldst they not be, this expression shall return nothing.

Examples:

set {_sorted::*} to sorted {_players::*}

command /leaderboard:
    trigger:
        loop reversed sorted {most-kills::*}:
            send "%loop-counter%. %loop-index% with %loop-value% kills" to sender

A List Most Shuffled

🔗

Expression

Patterns:
Since: 2.2-dev32, 2.14 (retain indices when looping)
Return Type: Object
Shuffleth the given list in random order, as Fortune dictates.

Examples:

set {_list::*} to shuffled {_list::*}

Absent Players

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] absent[ ]players
Since: 2.2-dev35
Return Type: Offline Player
All players who have ever graced the server with their presence. This doth include the players presently online.

Examples:

send "Size of all players who have joined the server: %size of all absent players%"

Afflicted Entities

🔗

Expression

Patterns:
  • [the] afflicted entities
Since: 2.4
Return Type: Living Entity
The afflicted entities within the area cloud effect occasion.

Examples:

on area cloud effect:
    loop afflicted entities:
        if loop-value is a player:
            send "HARK: thou hast tread upon an area effect cloud!" to loop-value

Aglow

🔗

Expression

Patterns:
Since: 2.2-dev18
Return Type: Boolean
Doth indicate whether the targeted entity shineth with a luminous glow (a power bestowed since the 1.9 era) or doth not. Glowing entities may be perceived through walls.

Examples:

set aglow of player to true

All Banished Players/IPs

🔗

Expression

Patterns:
  • [all [[of] the]|the] banished (players|(ips|ip addresses))
Since: 2.7
Return Type: Object
Obtaineth the ledger of all banished players or IP addresses.

Examples:

command /banlist:
    trigger:
        send all the banished players

All Commands Known

🔗

Expression

Patterns:
  • [(all|the|all [of] the)] [known] [script] commands
Since: 2.6
Return Type: Text
Returneth all known commands or all script commands.

Examples:

send "The tally of all commands: %size of all commands%"

send "The tally of all script commands: %size of all script commands%"

All Granted Privileges

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] permissions (from|of) %players%
  • [(all [[of] the]|the)] %players%'[s] permissions
Since: 2.2-dev33
Return Type: Text
Returneth all permissions bestowed upon the defined player(s). Pray note that modifications to the resulting list do not truly alter their granted privileges.

Examples:

set {_permissions::*} to all permissions of the player

All Guilds

🔗

Expression

Patterns:
  • all guilds
Since: 2.2-dev35
Requirements: Vault, a permission plugin that supports Vault
Return Type: Text
All the guilds a player may belong unto. This expression doth require Vault and a compatible permissions plugin to be installed.

Examples:

command /guild <text>:
    trigger:
        if argument is "list":
            send "%all guilds%"

All Operators of the Realm

🔗

Expression

Patterns:
  • [all [[of] the]|the] [server] [non(-| )]op[erator]s
Since: 2.7
Return Type: Offline Player
The roster of operators upon the server.

Examples:

set {_ops::*} to all operators

All Realms

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] realms
Since: 1.0
Return Type: World
All realms of the server, most useful for the traversal thereof.

Examples:

loop all realms:
    broadcast "Thou art within %loop-world%" to loop-world

All Tags of a Type

🔗

Expression

Patterns:
  • [all [[of] the]|the] [minecraft|datapack|paper|(custom|skript)] [item|block|entity [type]] tags
Since: 2.10
Return Type: Minecraft Tag
Returns all the tags.
`minecraft tag` will return only the vanilla tags, `datapack tag` will return only datapack-provided tags, `paper tag` will return only Paper's custom tags (if you are running Paper), and `custom tag` will look in the "skript" namespace for custom tags you've registered.
You can also filter by tag types using "item", "block", or "entity".

Examples:

broadcast minecraft tags

send paper entity tags

broadcast all block tags

All Ye Scripts

🔗

Expression

Patterns:
  • [all [[of] the]|the] scripts
  • [all [[of] the]|the] (enabled|loaded) scripts
  • [all [[of] the]|the] (disabled|unloaded) scripts
Since: 2.10
Return Type: Script
Returneth all of the scripts, or solely those which art enabled or disabled.

Examples:

command /scripts:
    trigger:
        send "All Scripts: %scripts%" to player
        send "Loaded Scripts: %enabled scripts%" to player
        send "Unloaded Scripts: %disabled scripts%" to player

All Ye Scripts (of Old)

🔗

Expression

Patterns:
  • [all [of the]|the] scripts [without ([subdirectory] paths|parents)]
  • [all [of the]|the] (enabled|loaded) scripts [without ([subdirectory] paths|parents)]
  • [all [of the]|the] (disabled|unloaded) scripts [without ([subdirectory] paths|parents)]
Since: 2.5
Return Type: Text
Returneth all of the scripts, or solely those which art enabled or disabled.

Examples:

command /scripts:
    trigger:
        send "All Scripts: %scripts%" to player
        send "Loaded Scripts: %enabled scripts%" to player
        send "Unloaded Scripts: %disabled scripts%" to player

Allay Duplication Repose

🔗

Expression

Patterns:
  • [the] (duplicat(e|ing|ion)|clon(e|ing)) repose [period] [of %living entities%]
  • %living entities%'[s] (duplicat(e|ing|ion)|clon(e|ing)) repose [period]
Since: 2.11
Return Type: Timespan
The repose period ere an allay may duplicate itself once more by nature's course.
Resetting the repose period shall set it to the selfsame span of time as after an allay hath duplicated.

Examples:

set {_time} to the duplicate repose of last spawned allay

add 5 seconds to the duplication repose period of last spawned allay

remove 3 seconds from the duplicating repose period of last spawned allay

clear the clone repose of last spawned allay

reset the cloning repose period of last spawned allay

Allay's Favoured Music Box

🔗

Expression

Patterns:
Since: 2.11
Return Type: Location
The location of the music box unto which an allay hath been appointed.

Examples:

set {_loc} to the target music box of last spawned allay

Alpha/Red/Green/Blue Colour Value

🔗

Expression

Patterns:
  • [the] (alpha|red|green|blue) (value|component) of %colors%
  • %colors%'[s] (alpha|red|green|blue) (value|component)
Since: 2.10
Return Type: integer
The alpha, red, green, or blue value of colours. Rangeth from 0 to 255.
Alpha doth represent opacity.

Examples:

broadcast red value of rgb(100, 0, 50) # proclaimeth '100'

set {_red} to red's red value + 10

Alphabetical Ordering

🔗

Expression

Patterns:
  • alphabetically ordered %texts%
Since: 2.2-dev18b, 2.14 (retain indices when looping)
Return Type: Text
Doth arrange the given strings in proper alphabetical order.

Examples:

set {_list::*} to alphabetically ordered {_strings::*}

Amount

🔗

Expression

Patterns:
Since: 1.0
2.13 (amounts of)
Return Type: Object
The amount of something. Using 'amount of {list::*}' will return the length of the list, so if you want the amounts of the things inside the lists, use 'amounts of {list::*}'.

Examples:

message "There are %amount of all players% players online!"

if amount of player's tool > 5:

if amounts of player's tool and player's offhand tool > 5:

An Eternity

🔗

Expression

Patterns:
  • [an] eternity
  • forever
  • [an] (indefinite|infinite) (duration|timespan)
Since: 2.12
Return Type: Timespan
Represents a timespan with an infinite duration. An eternity is also created when arithmetic results in a timespan larger than about 292 million years.
Infinite timespans generally follow the rules of infinity, where most math operations do nothing. However, operations that would return NaN with numbers will instead return a timespan of 0 seconds.
Note that an eternity will often be treated as the longest duration something supports, rather than a true eternity.

Examples:

set fire to the player for an eternity

Angle of Measure

🔗

Expression

Patterns:
Since: 2.10
Return Type: Number
Doth represent the given number in degrees.
Should radians be specified, it converteth the given value unto degrees. This conversion may not be wholly precise,owing to the vagaries of floating point reckoning.

Examples:

set {_angle} to 90 degrees

{_angle} is 90 # verily true

180 degrees is pi # verily true

pi radians is 180 degrees # verily true

Anvil Inscription Input

🔗

Expression

Patterns:
  • [the] anvil [inventory] (rename|inscription) input of %inventories%
  • %inventories%'[s] anvil [inventory] (rename|inscription) input
Since: 2.7
Return Type: Text
An expression to obtain the name to be bestowed upon an item within an anvil inventory.

Examples:

on inventory click:
    type of event-inventory is anvil inventory
    if the anvil inscription input of the event-inventory is "FREE OP":
        ban player

Anvil Mending Toll

🔗

Expression

Patterns:
  • [the] [anvil] [item] [(great[est])] mending cost [of %inventories%]
  • %inventories%'[s] [anvil] [item] [(great[est])] mending cost
Since: 2.8.0
Return Type: integer
Returneth the experience cost (in levels) to complete the present mending, or the greatest experience cost (in levels) permitted by the present mending.
The default value of greatest cost set by vanilla Minecraft is 40.

Examples:

on inventory click:
    if {AnvilRepairSaleActive} = true:
        wait a tick # recommended, to avoid client bugs
        set anvil mending cost to anvil mending cost * 50%
        send "Anvil mending sale is ON!" to player

on inventory click:
    player have permission "anvil.repair.max.bypass"
    set greatest mending cost of event-inventory to 99999

Any Amongst

🔗

Expression

Patterns:
  • (any [one]|one) of [the] %objects%
Since: 2.11
Return Type: Object
Returneth an 'or list' composed of the given objects. For example, `any of (1, 2, and 3)` is equivalent to `1, 2, or 3`
Most useful when performing comparisons with variable lists.

Examples:

if any of {_numbers::*} are 1:

if any of {teamA::*} are within location(0, 0, 0) and location(10, 10, 10):

Applied Beacon Enchantment

🔗

Expression

Patterns:
  • [the] applied [beacon] effect
Since: 2.10
Return Type: Potion Effect Type
The manner of effect bestowed by a beacon.

Examples:

on beacon effect:
    if the applied effect is primary beacon effect:
        broadcast "'Tis Primary"
    else if applied effect = secondary effect:
        broadcast "'Tis Secondary"

Applied Enchantments

🔗

Expression

Patterns:
  • [the] applied enchant[ment]s
Since: 2.5
Return Type: Enchantment Type
The enchantments bestowed in an enchant event.
Deleting or removing the applied enchantments shall prevent the item's enchantment.

Examples:

on enchant:
    set the applied enchantments to sharpness 10 and fire aspect 5

Argument

🔗

Expression

Patterns:
  • [the] last arg[ument]
  • [the] arg[ument](-| )<(\d+)>
  • [the] <(\d*1)st|(\d*2)nd|(\d*3)rd|(\d*[4-90])th> arg[ument][s]
  • [(all [[of] the]|the)] arg[ument][s]
  • [the] %*type%( |-)arg[ument][( |-)<\d+>]
  • [the] arg[ument]( |-)%*type%[( |-)<\d+>]
Since: 1.0, 2.7 (support for command events)
Return Type: Object
Usable in script commands and command events. Holdeth the value of an argument given unto the command, e.g. if the command "/tell <player> <text>" is employed as "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!".
One may also employ the type of the argument in lieu of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'.
Pray note that specifying the argument type is only supported in script commands.

Examples:

give the item-argument to the player-argument

damage the player-argument by the number-argument

give a diamond pickaxe to the argument

add argument 1 to argument 2

heal the last argument

Arithmetickal Reckoning

🔗

Expression

Patterns:
Since: 1.4.2
Return Type: Object
Arithmetickal expressions, e.g. 1 + 2, (health of player - 2) / 3, and so forth.

Examples:

set the player's health to 10 - the player's health

loop (argument + 2) / 5 times:
    message "Two trifling numbers: %loop-num * 2 - 5%, %2^loop-num - 1%"

message "Thou hast %health of player * 2% half hearts of vigour!"

Armour Change Piece

🔗

Expression

Patterns:
  • [the] (old|unequipped) armo[u]r piece
  • [the] (new|equipped) armo[u]r item
Since: 2.11
Return Type: Item
Obtain the unequipped or equipped armour piece from an 'armour change' event.

Examples:

on armor change
    broadcast the old armour piece

Armour Slot

🔗

Expression

Patterns:
Since: 1.0, 2.8.0 (armor), 2.10 (body armor), 2.12 (saddle)
2.12.1 (happy ghast)
Return Type: Slot
Equipment of living entities, that is to say the boots, greaves, breastplate or helm.
Body armour is a special slot that may only be employed for:

  • Horses: Horse armour (functioneth not upon zombie or skeleton horses)

  • Wolves: Wolf Armour

  • Llamas (common or trader): Carpet

  • Happy Ghasts: Harness


Saddle is a special slot that may only be employed for: pigs, striders and horse types (horse, camel, llama, mule, donkey).

Examples:

set chestplate of the player to a diamond chestplate

helmet of player is neither tag values of tag "paper:helmets" nor air # the player weareth a block, e.g. from another plugin

Arrow Affixed Block

🔗

Expression

Patterns:
Since: 2.8.0, 2.12 (multiple blocks)
Requirements: Minecraft 1.21.4+ (multiple blocks)
Return Type: Block
Returneth the affixed block of an arrow.
If running Paper 1.21.4+, the plural form of the expression ought be used, as it is more reliable compared to the singular.

Examples:

set struck block of last shot arrow to diamond block

on projectile hit:
    wait 1 tick
    break affixed blocks of event-projectile
    kill event-projectile

Arrow Knockback Might

🔗

Expression

Patterns:
Since: 2.5.1
Return Type: long
An arrow's knockback might.

Examples:

on shoot:
    event-projectile is an arrow
    set arrow knockback might of event-projectile to 10

Arrows Lodged

🔗

Expression

Patterns:
Since: 2.5
Return Type: long
The number of arrows lodged within a living entity.

Examples:

set arrows lodged in player to 5

Banner Heraldry Pattern

🔗

Expression

Patterns:
Since: 2.10
Return Type: Banner Pattern
Fashioneth a new banner pattern of heraldic design.

Examples:

set {_pattern} to a creeper banner pattern hued red

add {_pattern} to banner patterns of {_banneritem}

remove {_pattern} from banner patterns of {_banneritem}

set the 1st banner pattern of block at location(0,0,0) to {_pattern}

clear the 1st banner pattern of block at location(0,0,0)

Banner Pattern Item

🔗

Expression

Patterns:
Since: 2.10
Return Type: Item Type
Obtaineth the item from a banner pattern type.
Note well that not all banner pattern types possess an item.

Examples:

set {_item} to creeper charged banner pattern item

set {_item} to snout banner pattern item

set {_item} to thing banner pattern item

Banner Patterns

🔗

Expression

Patterns:
Since: 2.10
Return Type: Banner Pattern
Obtaineth or setteth the banner patterns of a banner.
In order to set a specific position of a banner, there must already be that many patterns upon the banner.
This expression shall add filler patterns to the banner to permit the specified position to be set.
For example, setting the 3rd banner pattern of a banner bearing no patterns shall internally add 3 base patterns, thereby permitting the 3rd banner pattern to be set.

Examples:

broadcast banner patterns of {_banneritem}

broadcast 1st banner pattern of block at location(0,0,0)

clear banner patterns of {_banneritem}

Bare Equippable Component

🔗

Expression

Patterns:
  • a (bare|empty) equippable component
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Equippable Components
Procureth a bare equippable component, unsullied and void of properties. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set {_component} to a bare equippable component:
    set the looking-glass overlay to "custom_overlay"
    set the permitted entities to a zombie and a skeleton
    set the donning sound to "block.note_block.pling"
    set the donned visage id to "custom_model"
    set the shearing sound to "ui.toast.in"
    set the armament slot to chest slot
    grant event-equippable component to suffer damage when hurt
    grant event-equippable component to be dispensed forth
    grant event-equippable component to be donned upon entities
    grant event-equippable component to be shorn from
    grant event-equippable component to exchange armament
set the equippable component of {_item} to {_component}

Bartering Offering

🔗

Expression

Patterns:
  • [the] [piglin] barter[ing] offering
Since: 2.10
Return Type: Item Type
The item taken up by the piglin in a piglin bartering event.

Examples:

on piglin barter:
    if the bartering offering is a gold ingot:
        broadcast "my precious..."

Bartering Spoils

🔗

Expression

Patterns:
  • [the] [piglin] barter[ing] spoils
Since: 2.10
Return Type: Item Type
The items dropped by the piglin in a piglin bartering event.

Examples:

on piglin barter:
    if the bartering spoils contain a jack o lantern:
        remove jack o lantern from bartering spoils
        broadcast "'tis not Hallowe'en yet!"

Beacon Enchantments

🔗

Expression

Patterns:
  • [the] (principal|lesser) [beacon] enchantment [of %blocks%]
  • %blocks%'[s] (principal|lesser) [beacon] enchantment
Since: 2.10
Return Type: Potion Effect Type
The active enchantments of a beacon most luminous.
The secondary enchantment may be set to any potion, yet the icon within the tableau shall not display true.
The secondary enchantment may only be bestowed when the beacon hath reached its highest tier.
The primary and secondary enchantment cannot be one and the same; the principal shall ever retain the potion type, and the lesser shall be swept clean.

Examples:

set primary beacon enchantment of {_block} to haste
set secondary enchantment of {_block} to resistance

Beacon Reach

🔗

Expression

Patterns:
  • [the] beacon [enchantment] reach of %blocks%
  • %blocks%'[s] beacon [enchantment] reach
Since: 2.10
Return Type: double
The reach of a beacon's enchantments, measured in blocks.

Examples:

if the beacon tier of the clicked block is 4:
    set the beacon enchantment reach of the clicked block to 100

Beacon Station

🔗

Expression

Patterns:
  • [the] beacon station of %blocks%
  • %blocks%'[s] beacon station
Since: 2.10
Return Type: integer
The station of a beacon. Doth range from 0 unto 4.

Examples:

if the beacon station of the clicked block is 4:
    send "This be a beacon of the highest station!"

Bearing

🔗

Expression

Patterns:
  • [%number% [(block|met(er|re))[s]] [to the]] (north[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|south[[(-| )](east|west)][(ward[(s|ly)]|er[(n|ly)])] [of]|(east|west)[(ward[(s|ly)]|er[(n|ly)])] [of]|above|over|(up|down)[ward[(s|ly)]]|below|under[neath]|beneath) [%direction%]
  • [%number% [(block|met(er|re))[s]]] in [the] (direction|horizontal direction|facing|horizontal facing) of %entity/block% [(of|from)]
  • [%number% [(block|met(er|re))[s]]] in %entity/block%'[s] (direction|horizontal direction|facing|horizontal facing) [(of|from)]
  • [%number% [(block|met(er|re))[s]]] (in[ ]front [of]|forward[s]|behind|backwards|[to the] (right|left) [of])
  • [%number% [(block|met(er|re))[s]]] horizontal[ly] (in[ ]front [of]|forward[s]|behind|backwards|to the (right|left) [of])
Since: 1.0 (basic), 2.0 (extended)
Return Type: Direction
A helper expression for the direction type.

Examples:

thrust the player upwards

set the block behind the player to water

loop blocks above the player:
    set {_rand} to a random integer between 1 and 10
    set the block {_rand} meters south east of the loop-block to stone

block in horizontal facing of the clicked entity from the player is air

spawn a creeper 1.5 meters horizontally behind the player

spawn a TNT 5 meters above and 2 meters horizontally behind the player

thrust the last spawned TNT in the horizontal direction of the player with speed 0.2

push the player upwards and horizontally forward at speed 0.5

push the clicked entity in in the direction of the player at speed -0.5

open the inventory of the block 2 blocks below the player to the player

teleport the clicked entity behind the player

grow a regular tree 2 meters horizontally behind the player

Beehive Coveted Blossom

🔗

Expression

Patterns:
  • [the] coveted blossom [of %blocks%]
  • %blocks%'[s] coveted blossom
Since: 2.11
Return Type: Location
The blossom a beehive hath chosen to gather pollen from.

Examples:

set the coveted blossom of {_beehive} to location(0, 0, 0)

clear the coveted blossom of {_beehive}

Beehive Honey Measure

🔗

Expression

Patterns:
  • [the] [great[est]] honey measure [of %blocks%]
  • %blocks%'[s] [great[est]] honey measure
Since: 2.11
Return Type: integer
The present or greatest honey measure of a beehive.
The greatest measure is 5, which cannot be altered.

Examples:

set the honey measure of {_beehive} to the greatest honey measure of {_beehive}

Being/Creature/Soul/Projectile/Villager/Charged Creeper/&c.

🔗

Expression

Patterns:
  • [the] [event-]<.+>
Since: 1.0
Return Type: Entity
The entity embroiled in an event (an entity being a player, a creature, or an inanimate object such as ignited TNT, a dropped item, or an arrow).
Thou mayest employ the specific type of the entity involved in the event, e.g. in a 'death of a creeper' event thou canst use 'the creeper' in lieu of 'the entity'.

Examples:

give a diamond sword of sharpness 3 to the player

kill the creeper

kill all powered creepers in the wolf's world

projectile is an arrow

Bespoke Chest Inventory

🔗

Expression

Patterns:
  • [a] [new] chest inventory (named|with name) %text% [with %number% row[s]]
  • [a] [new] chest inventory with %number% row[s] [(named|with name) %text%]
Since: 2.2-dev34, 2.8.0 (chat format)
Return Type: Inventory
Returneth a chest inventory with the given number of rows and the name. Employ the open inventory effect to reveal it.

Examples:

open chest inventory with 1 row named "test" to player

set {_inventory} to a chest inventory with 1 row
set slot 4 of {_inventory} to a diamond named "example"
open {_inventory} to player

open chest inventory named "<#00ff00>hex coloured title!" with 6 rows to player

Bespoke Wound's Origin

🔗

Expression

Patterns:
  • [a] custom damage source [(with|using) [the|a] [damage type [of]] %damage type%]
Since: 2.12
Return Type: Damage Source
Fashion a custom damage source and alter its attributes.
When setting a 'causing entity' thou must also set a 'direct entity'.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type to magic
    set the causing entity to {_player}
    set the direct entity to {_arrow}
    set the damage location to location(0, 0, 10)
damage all players by 5 using {_source}

on damage:
    if the damage type of event-damage source is magic:
        set the damage to damage * 2

Biome of the Land

🔗

Expression

Patterns:
Since: 1.4.4, 2.6.1 (3D biomes)
Return Type: Biome
The biome at a certain locale. Pray note that biomes are defined only for x/z-columns
(that is, the altitude (y-coordinate) doth matter not), up until Minecraft 1.15.x.
As of Minecraft 1.16, biomes art now three-dimensional (per block rather than column).

Examples:

# afflict players in deserts without cease
every real minute:
    loop all players:
        biome at loop-player is desert
        damage the loop-player by 1

Block

🔗

Expression

Patterns:
  • [the] [event-]block
Since: 1.0
Return Type: Block
The block entangled in the event, such as the block upon which one hath clicked or the block newly placed.
May optionally include a direction withal, e.g. 'block above' or 'block in front of the player'.

Examples:

block is iron ore

set block below to air

spawn a creeper above the block

loop blocks in radius 4:
    loop-block is obsidian
    set loop-block to water

block is a chest:
    clear the inventory of the block

Block

🔗

Expression

Patterns:
Since: 1.0
Return Type: Block
The block entangled in the event, such as the block upon which one hath clicked or the block newly placed.
May optionally include a direction withal, e.g. 'block above' or 'block in front of the player'.

Examples:

block is iron ore

set block below to air

spawn a creeper above the block

loop blocks in radius 4:
    loop-block is obsidian
    set loop-block to water

block is a chest:
    clear the inventory of the block

Block Aimed Upon

🔗

Expression

Patterns:
Since: 1.0, 2.9.0 (actual/exact)
Return Type: Block
The block upon which the crosshair doth rest. This expression regardeth all blocks that are not air as fully solid, e.g. torches shall be as a solid stone block.
The actual aimed-at block shall regard the true bounding shape of the block.

Examples:

set aimed-at block of player to stone

set aimed-at block of player to oak_stairs[waterlogged=true]

break aimed-at block of player using player's tool

give player 1 of type of aimed-at block

teleport player to location above aimed-at block

kill all entities in radius 3 around aimed-at block of player

set {_block} to actual aimed-at block of player

break actual aimed-at block of player

Block Fortitude

🔗

Expression

Patterns:
Since: 2.6
Requirements: Minecraft 1.13+
Return Type: Number
Obtaineth the block's fortitude (also known as "strength"). This number is employed to reckon the time required to shatter each block.

Examples:

set {_hard} to block fortitude of target block

if block fortitude of target block > 5:

Block Particulars

🔗

Expression

Patterns:
Since: 2.5, 2.5.2 (set), 2.10 (block displays)
Return Type: Block Data
Procure the block particulars associated with a block.
These particulars may also be employed to set blocks.

Examples:

set {_data} to block particulars of target block

set block at player to {_data}

set block particulars of target block to oak_stairs[facing=south;waterlogged=true]

Block Shattering Speed

🔗

Expression

Patterns:
Since: 2.7
Requirements: 1.17+
Return Type: float
Obtaineth the speed at which the given player would shatter this block, taking into account tools, potion effects, whether or not the player doth stand in water, enchantments, and so forth. The returned value is the measure of progress made in shattering the block each tick. When the total shattering progress reacheth 1.0, the block is broken. Note that the shattering speed may change in the course of breaking a block, e.g. if a potion effect be applied or doth expire, or the player leapeth or entereth water.

Examples:

on left click using diamond pickaxe:
    event-block is set
    send "Shattering Speed: %shattering speed for player%" to player

Block Sound

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
Obtaineth the sound that a given block, blockdata, or itemtype shall produce in a particular circumstance.
This shall return a string in the form of "SOUND_EXAMPLE", which may be employed in the play sound syntax.

Pray consult this compendium for a catalogue of sounds in Minecraft, or this tome to visit the Sounds wiki page.

Examples:

play sound (breaking sound of dirt) at all players

set {_sounds::*} to placing sounds of dirt, grass block, blue wool and stone

Blocks

🔗

Expression

Patterns:
Since: 1.0, 2.5.1 (within/cuboid/chunk)
Return Type: Block
Blocks relative unto other blocks or betwixt other blocks.
May be employed to obtain blocks relative unto other blocks or for looping thereupon.
Blocks from/to and betwixt shall yield a straight line, whereas blocks within shall yield a cuboid.

Examples:

loop blocks above the player:

loop blocks betwixt the block below the player and the targeted block:

set the blocks below the player, the victim and the targeted block to air

set all blocks within {loc1} and {loc2} to stone

set all blocks within chunk at player to air

Blocks Laid Asunder

🔗

Expression

Patterns:
  • [the] exploded blocks
Since: 2.5, 2.8.6 (modify blocks)
Return Type: Block
Obtain all the blocks that were laid asunder in an explode event. Doth support add/remove/set/clear/delete of blocks.

Examples:

on explode:
    loop exploded blocks:
        add loop-block to {exploded::blocks::*}

on explode:
    loop exploded blocks:
        if loop-block is grass:
            remove loop-block from exploded blocks

on explode:
    clear exploded blocks

on explode:
    set exploded blocks to blocks in radius 10 around event-entity

on explode:
    add blocks above event-entity to exploded blocks

Blocks Most Absorbed

🔗

Expression

Patterns:
  • [the] absorbed blocks
Since: 2.5
Return Type: Block
The blocks drunk in by a sponge block.

Examples:

the absorbed blocks

Blocks Within a Dominion

🔗

Expression

Patterns:
  • [(all|the)] blocks (within|of) [[the] dominion[s]] %regions%
Since: 2.1
Requirements: Supported regions plugin
Return Type: Block
All blocks residing within a dominion.
This expression doth require a supported regions plugin to be installed.

Examples:

loop all blocks within the dominion {arena.%{faction.%player%}%}:
    clear the loop-block

Book Author

🔗

Expression

Patterns:
  • [the] [book] (author|scribe|publisher) of %item types%
  • %item types%'[s] [book] (author|scribe|publisher)
Since: 2.2-dev31
Return Type: Text
The author of a book, the scribe who penned the tome.

Examples:

on book sign:
    message "Book Title: %author of event-item%"

Breadth of the Realm's Boundary

🔗

Expression

Patterns:
  • [the] realm[ ]boundary (size|diameter|half-breadth) [of %worldborders%]
  • %worldborders%'[s] realm[ ]boundary (size|diameter|half-breadth)
Since: 2.11
Return Type: double
The breadth of a realm's boundary.
The breadth cannot be smaller than one.

Examples:

set realm boundary half-breadth of {_worldborder} to 10

Breeding Kindred

🔗

Expression

Patterns:
  • [the] breeding mother
  • [the] breeding father
  • [the] [bred] (offspring|child)
  • [the] breeder
Since: 2.10
Return Type: Living Entity
Doth represent the members of a family within the occasion of breeding.

Examples:

on breeding:
    send "When a %breeding mother% and %breeding father% doth love each other most dearly, they beget a %bred offspring%" to breeder

Brewing Duration

🔗

Expression

Patterns:
  • [the] [current|remaining] brewing duration [of %blocks%]
  • %blocks%'[s] [current|remaining] brewing duration
Since: 2.13
Return Type: Timespan
The remaining brewing duration of a brewing stand.

Examples:

set the brewing duration of {_block} to 10 seconds

clear the remaining brewing duration of {_block}

Brewing Fruits

🔗

Expression

Patterns:
  • [the] brewing results
Since: 2.13
Return Type: Item
The resultant items yielded in an 'on brew complete' occasion.

Examples:

on brew complete:
    set {_results::*} to the brewing results

Brewing Stand Compartment

🔗

Expression

Patterns:
  • [the] [brewing stand['s]] (first|1st) bottle slot[s] [of %blocks%]
  • %blocks%'[s] [brewing stand['s]] (first|1st) bottle slot[s]
  • [the] [brewing stand['s]] (second|2nd) bottle slot[s] [of %blocks%]
  • %blocks%'[s] [brewing stand['s]] (second|2nd) bottle slot[s]
  • [the] [brewing stand['s]] (third|3rd) bottle slot[s] [of %blocks%]
  • %blocks%'[s] [brewing stand['s]] (third|3rd) bottle slot[s]
  • [the] brewing [stand] ingredient slot[s] [of %blocks%]
  • %blocks%'[s] brewing [stand] ingredient slot[s]
  • [the] brewing [stand] fuel slot[s] [of %blocks%]
  • %blocks%'[s] brewing [stand] fuel slot[s]
Since: 2.13
Return Type: Slot
A compartment of a brewing stand, that is to say the first, second, or third bottle slot, the fuel slot, or the ingredient slot.

Examples:

set the 1st bottle slot of {_block} to potion of water

clear the brewing stand second bottle slot of {_block}

Brewing Stand Fuel Measure

🔗

Expression

Patterns:
  • [the] brewing [stand] fuel (measure|amount) [of %blocks%]
  • %blocks%'[s] brewing [stand] fuel (measure|amount)
Since: 2.13
Return Type: integer
The fuel measure of a brewing stand. The fuel measure is diminished by one upon the commencement of brewing each potion.

Examples:

set the brewing stand fuel measure of {_block} to 10
clear the brewing stand fuel measure of {_block}

Buried Treasure

🔗

Expression

Patterns:
  • [the] (brushable|buried) treasure of %blocks%
  • %blocks%'[s] (brushable|buried) treasure
Since: 2.12
Requirements: Minecraft 1.20+
Return Type: Item
Representeth the item that is uncovered when one doth dust with care.
The only blocks that may presently be "dusted" are Suspicious Gravel and Suspicious Sand.

Examples:

send target block's buried treasure

set {_gravel}'s brushable treasure to emerald

Cause of Harm

🔗

Expression

Patterns:
  • [the] damage cause
Since: 2.0
Return Type: Damage Cause
The cause of harm in a damage event. Pray click upon the link for further knowledge.

Examples:

damage cause is lava, fire or burning

Cause of Transformation

🔗

Expression

Patterns:
  • [the] transform[ing] (cause|reason|type)
Since: 2.8.0
Return Type: Transform Reason

Examples:

on entity transform:
    transform reason is infection, drowned or frozen

Cause of Translocation

🔗

Expression

Patterns:
  • [the] translocation (cause|reason|type)
Since: 2.2-dev35
Return Type: Teleport Cause
The translocation cause within a player teleport event.

Examples:

on teleport:
    translocation cause is nether portal, end portal or end gateway
    cancel event

Cause of Unleashing

🔗

Expression

Patterns:
  • [the] unleash[ing] reason
Since: 2.10
Return Type: Unleash Reason
The reason for unleashing in an unleash event.

Examples:

if the unleashing reason is distance:
    broadcast "The tether hath been snapped asunder."

Character Glyph Mark

🔗

Expression

Patterns:
  • [the] [unicode|character] glyph([ ]mark| station) of %texts%
  • %texts%'[s] [unicode|character] glyph([ ]mark| station)
Since: 2.9.0
Return Type: integer
Returneth the Unicode glyph mark of a character.

Examples:

function is_in_order(letters: strings) :: boolean:
    loop {_letters::*}:
        set {_codepoint} to glyph mark of lowercase loop-value

        return false if {_codepoint} is not set # 'loop-value is not a single character'

        if:
            {_previous-codepoint} is set
            # if the glyph mark of the current character is not
            # 1 more than the glyph mark of the previous character
            # then the letters are not in order
            {_codepoint} - {_previous-codepoint} is not 1
        then:
            return false

        set {_previous-codepoint} to {_codepoint}
    return true

Character from Codepoint

🔗

Expression

Patterns:
  • character (from|at|with) code([ ]point| position) %integer%
Since: 2.9.0
Return Type: Text
Returneth the character residing at the specified codepoint.

Examples:

function chars_between(lower: string, upper: string) :: strings:
    set {_lower} to codepoint of {_lower}
    return {_none} if {_lower} is not set

    set {_upper} to codepoint of {_upper}
    return {_none} if {_upper} is not set

    loop integers between {_lower} and {_upper}:
        add character from codepoint loop-value to {_chars::*}
    return {_chars::*}

Characters Betwixt

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] [alphanumeric] characters (betwixt|from) %text% (and|to) %text%
Since: 2.8.0
Return Type: Text
All characters betwixt two given characters, most useful for generating random strings. This expression employeth the Unicode numerical code of a character to determine which characters lie betwixt the two given characters. The ASCII table linked herein showeth this ordering for the first 256 characters.
Shouldst thou desire only alphanumeric characters, thou mayst employ the 'alphanumeric' option in the expression.
If strings of more than one character be given, only the first character of each is used.

Examples:

loop characters from "a" to "f":
    broadcast "%loop-value%"

# 0123456789:;<=>?@ABC... ...uvwxyz
send characters betwixt "0" and "z"

# 0123456789ABC... ...uvwxyz
send alphanumeric characters betwixt "0" and "z"

Chattel of an Entity

🔗

Expression

Patterns:
Since: 2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles), 2.10 (item displays), 2.14.1 (arrows)
Return Type: Slot
A chattel associated with an entity. For dropped item entities, it yieldeth the item that was cast down.
For item frames, the item within the frame is returned.
For throwable projectiles (snowballs, enderpearls, and the like) or item displays, it yieldeth the displayed item.
For arrows, it yieldeth the item that shall be claimed when retrieving the arrow. Note that setting the item may not alter the displayedmodel, and that setting a spectral arrow to a common arrow or vice-versa shall not affect the projectile's enchantments.
Other entities possess no chattels.

Examples:

chattel of event-entity

set the chattel within of event-entity to a diamond sword named "Example"

Christened Item/Inventory

🔗

Expression

Patterns:
Since: 2.0, 2.2-dev34 (inventories)
Return Type: Object
Directly bestoweth a name upon an item or inventory, most useful for defining a named item or inventory within a script. Shouldst thou wish to (re)name existing items or inventories, thou mayest either employ this expression or use set name of <item/inventory> to <text>.

Examples:

give a diamond sword of sharpness 100 christened "<gold>Excalibur" to the player

set tool of player to the player's tool christened "<gold>Wand"

set the name of the player's tool to "<gold>Wand"

open hopper inventory christened "Magic Hopper" to player

Chunk

🔗

Expression

Patterns:
Since: 2.0, 2.8.0 (loaded chunks)
Return Type: Chunk
Returneth the chunk wherein a block, location or entity doth reside, or a list of the laden chunks of a world.

Examples:

add the chunk at the player to {protected chunks::*}

set {_chunks::*} to the laden chunks of the player's world

Cipher

🔗

Expression

Patterns:
  • %texts% cipher[ed] with ((MD5|SHA-256|SHA-384|SHA-512))
Since: 2.0, 2.2-dev32 (SHA-256 algorithm), 2.12 (SHA-384, SHA-512)
Return Type: Text
Ciphereth the given text employing the MD5 or SHA algorithms. Each algorithm is suited unto differing purposes.
These ciphering algorithms art not fit for the hashing of passwords.
Shouldst thou handle passwords, employ a hashing algorithm purposely wrought for passwords.
MD5 is deprecated and may be stricken in a future release. It is provided chiefly for backwards compatibility, for it is antiquated and not secure.
SHA is more fortified, yet it is not suited for the ciphering of passwords (even with salting).
When ciphering data, thou must specify algorithms to be employed, for reasons of security!
Pray note that a cipher cannot be reversed under ordinary circumstance. Thou shalt not recover the original value from a cipher with Skript.

Examples:

set {_hash} to "hello world" ciphered with SHA-256

Clicked Block/Entity/Inventory/Slot

🔗

Expression

Patterns:
  • [the] (clicked [enchant[ment]] (button|option)|clicked (block|%*item type/entity type%)|clicked slot|clicked inventory|click (type|action)|inventory action)
Since: 1.0, 2.2-dev35 (more clickable things)
Return Type: Object
The clicked block, entity, inventory, inventory slot, inventory click type or inventory action.

Examples:

message "Thou didst click upon a %type of clicked entity%!"
if the clicked block is a chest:
    show the inventory of the clicked block to the player

Clime

🔗

Expression

Patterns:
Since: 1.0
Return Type: Weather Type
The clime of a world or player.
Clearing or resetting the clime of a player shall cause the player's clime to match the clime of the world.
Clearing or resetting the clime of a world shall render the skies clear.

Examples:

set clime to clear

clime in "world" is rainy

reset custom clime of player

set clime of player to clear

Coffer

🔗

Expression

Patterns:
Since: 1.0
Return Type: Object
The coffer of a block or player. Thou canst oft omit this expression and directly add or remove items to or from blocks or players.

Examples:

add a plank to the player's coffer

clear the player's coffer

remove 5 wool from the coffer of the clicked block

Coin & Fortune

🔗

Expression

Patterns:
Since: 2.0, 2.5 (offline players)
Requirements: Vault, an economy plugin that supports Vault
Return Type: Money
How great a store of virtual coin a player doth possess (may be altered at will).

Examples:

message "Thou hast %player's fortune%" # the currency name shall be appended of its own accord

remove 20$ from the player's fortune # replace '$' with whatsoever currency thou dost employ

add 200 to the player's coffer # or forgo the currency altogether

Color from Hex Code

🔗

Expression

Patterns:
  • [the] colo[u]r[s] (from|of) hex[adecimal] code[s] %texts%
Since: 2.14
Return Type: Color
Returns a proper argb color from a hex code string. The hex code must contain RRGGBB values, but can also contain a leading # or AARRGGBB format. Invalid codes will cause runtime errors.

Examples:

send color from hex code "#FFBBA7"

send color from hex code "FFBBA7"

send color from hex code "#AAFFBBA7"

Compass Bearing

🔗

Expression

Patterns:
Since: 2.0
Return Type: Location
The locale unto which a player's compass doth point.
As of Minecraft 1.21.4, the compass is governed by the resource pack and by default shall not point to this compass bearing when employed beyond the overworld dimension.

Examples:

# direct all players' compasses toward a player stored in {compass::target::%player%}
every 5 seconds:
    loop all players:
        set the loop-player's compass bearing to location of {compass::target::%%loop-player%}

Concealed Players

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] concealed players (of|for) %players%
  • [(all [[of] the]|the)] players concealed (from|for|by) %players%
Since: 2.3
Return Type: Player
The players concealed from a player that were hidden by means of the entity visibility effect.

Examples:

message "&lt;light red&gt;Thou art presently concealing: &lt;light gray&gt;%concealed players of the player%"

Conditional Decree

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: Object
A shorthand expression for returning a value contingent upon a condition's truth.

Examples:

set {points} to 500 if {admin::%player's uuid%} is set else 100

Configuration Node

🔗

Expression

Patterns:
Since: 2.10
Return Type: Node
Returneth a node dwelling within a config (or within another section-node).
Nodes in Skript configs are inscribed in the format `key: value`.
Section nodes may contain further nodes within their embrace.

Examples:

set {_node} to node "language" in the skript config
if text value of {_node} is "french":
    broadcast "Bonjour!"

set {_script} to the current script
loop nodes of the current script:
    broadcast name of loop-value

Conjoin & Cleave

🔗

Expression

Patterns:
  • (concat[enate]|conjoin) %texts% [(with|using|by) [[the] delimiter] %text%]
  • cleave %text% (at|using|by) [[the] delimiter] %text% [with case sensitivity] [without [the] trailing [empty] (string|text)]
  • %text% cleft (at|using|by) [[the] delimiter] %text% [with case sensitivity] [without [the] trailing [empty] (string|text)]
  • regex cleave %text% (at|using|by) [[the] delimiter] %text% [without [the] trailing [empty] (string|text)]
  • regex %text% cleft (at|using|by) [[the] delimiter] %text% [without [the] trailing [empty] (string|text)]
Since: 2.1, 2.5.2 (regex support), 2.7 (case sensitivity), 2.10 (without trailing string)
Return Type: Text
Conjoineth several texts with a common delimiter (e.g. ", "), or cleaveth a text into many texts at a given delimiter.

Examples:

message "Online players: %conjoin all players' names with "" | ""%" # %all players% would use the default "x, y, and z"

set {_s::*} to the string argument cleft at ","

Conjure a Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Loot Context
Conjureth a plunder context.

Examples:

set {_player} to player
set {_context} to a plunder context at player:
set plundering fortune value to 10
set plunderer to {_player}
set plundered entity to last spawned pig
give player spoils of treasure ledger "minecraft:entities/iron_golem" with loot context {_context}

Conjured Potion Effect

🔗

Expression

Patterns:
  • [the] [conjured] [potion] effect
Since: 2.14
Return Type: skriptpotioneffect
An expression to obtain the potion effect being fashioned within a potion effect creation section.

Examples:

set {_potion} to a potion effect of speed 2 for 10 minutes:
    hide the effect's icon
    hide the effect's particles

Console

🔗

Expression

Patterns:
  • [the] (console|server)
Since: 1.3.1
Return Type: Command Sender
Represents the server's console which can receive messages and execute commands

Examples:

execute console command "/stop"

send "message to console" to the console

Consumed Morsel

🔗

Expression

Patterns:
  • [the] consumed morsel
Since: 2.11
Return Type: Item
Representeth the morsel consumed within an entity shoot bow and item consume event.

Examples:

on player or skeleton shoot projectile:
    if the consumed morsel is an arrow:
        cancel event
        send "Thou art not permitted to loose thine arrows." to shooter

on player consume:
    if the consumed morsel is cooked porkchop:
        send "Well art thou not a little swine most gluttonous!" to player
    if player has scoreboard tag "vegetarian":
        set the consumed morsel to a carrot

Contrary Boolean

🔗

Expression

Patterns:
Since: 2.12
Return Type: Boolean
An expression to obtain the contrary value of a boolean.

Examples:

set {_gravity} to inverse of player's flight mode

Creature of the Spawn Egg

🔗

Expression

Patterns:
Since: 2.10
Requirements: Minecraft 1.20.2+, Minecraft 1.20.5+ (comparisons)
Return Type: Entity Snapshot
Obtaineth or setteth the entity snapshot that the provided spawn eggs shall bring forth when employed.

Examples:

set {_item} to a zombie spawn egg

broadcast the spawn egg entity of {_item}

spawn a pig at location(0,0,0):
    set the max health of entity to 20
    set the health of entity to 20
    set {_snapshot} to the entity snapshot of entity
    clear entity
set the spawn egg entity of {_item} to {_snapshot}

if the spawn egg entity of {_item} is {_snapshot}: # Minecraft 1.20.5+
    set the spawn egg entity of {_item} to (random element out of all entities)

set the spawn egg entity of {_item} to a zombie

Creature's Attribute

🔗

Expression

Patterns:
Since: 2.5, 2.6.1 (final attribute value)
Return Type: Number
The numerical value of a creature's particular attribute.
Mark well that the movement speed attribute cannot be reliably employed for players. To that end, use the speed expression instead.
Restoring an entity's attribute to its natural state is only available in Minecraft 1.11 and above.

Examples:

on damage of player:
    send "Thou art wounded!" to victim
    set victim's attack speed attribute to 2

Creature's Magnitude

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
Altereth the entity size of slimes and phantoms. This is not the same as changing the scale attribute of an entity.
When altering the size of a slime, its health is fully restored and changes shall be wrought upon its max health, movement speed, and attack damage.
The default Minecraft size of a slime is anywhere betwixt 0 and 2, with a maximum of 126.
The default Minecraft size of a phantom is 0 with a maximum size of 64.

Examples:

spawn a slime at player:
    set entity size of event-entity to 5
    set name of event-entity to "King Slime Jorg"

Creature's Master

🔗

Expression

Patterns:
Since: 2.5
Return Type: Offline Player
The master of a tameable creature (i.e. horse or wolf).

Examples:

set master of last spawned wolf to player
if the master of last spawned wolf is player:

Creature's Portrait

🔗

Expression

Patterns:
Since: 2.10
Requirements: Minecraft 1.20.2+
Return Type: Entity Snapshot
Returneth the entity snapshot of a provided entity, which doth encompass all the data associated therewith (name, health, attributes, &c.) at the moment this expression is invoked.
Individual attributes of a snapshot cannot be modified nor retrieved.

Examples:

spawn a pig at location(0, 0, 0):
    set the max health of entity to 20
    set the health of entity to 20
    set {_snapshot} to the entity snapshot of entity
    clear entity
spawn {_snapshot} at location(0, 0, 0)

Creature's Utterance

🔗

Expression

Patterns:
Since: 2.10
Requirements: Spigot 1.19.2+
Return Type: Text
Obtaineth the sound that a given entity shall make in a specific circumstance.

Examples:

play sound (hurt sound of player) at player

set {_sounds::*} to death sounds of (all mobs in radius 10 of player)

Creatures of the Realm

🔗

Expression

Patterns:
Since: 1.2.1, 2.5 (chunks), 2.10 (within)
Return Type: Entity
All creatures dwelling in all worlds, in a particular world, in a chunk, within a radius about a certain locale, or betwixt two locations.e.g. all players, all creepers in the player's world, or players in radius 100 of the player.

Examples:

kill all creepers in the player's world

send "Psst!" to all players within 100 meters of the player

give a diamond to all ops

heal all tamed wolves in radius 2000 around {town center}

delete all monsters in chunk at player

size of all players betwixt {_corner::1} and {_corner::2}}

Cursor Slot

🔗

Expression

Patterns:
Since: 2.2-dev17
Return Type: Slot
The item which the player doth hold upon their inventory cursor. This slot remaineth ever empty shouldst the player have no inventory open.

Examples:

cursor slot of player is dirt

set cursor slot of player to 64 diamonds

Custom Model Data

🔗

Expression

Patterns:
  • [the] [custom] model data of %item types%
  • %item types%'[s] [custom] model data
  • [the] [custom] model data (floats|flags|strings|colo[u]rs) of %item type%
  • %item type%'[s] [custom] model data (floats|flags|strings|colo[u]rs)
  • [the] ((complete|full)) [custom] model data of %item type%
  • %item type%'[s] ((complete|full)) [custom] model data
Since: 2.5
2.12 (floats/flags/strings/colours/full model data)
Requirements: Minecraft 1.21.4+ (floats/flags/strings/colours/full model data)
Return Type: Object
Obtain or set the custom model data of an item. Employing merely `custom model data` shall return an integer. Items bereft of model data shall return 0.
Since the age of 1.21.4, custom model data doth instead consist of a list of numbers (floats), a list of booleans (flags), a list of strings, and a list of colours.Accessing and modifying these lists may be done type-by-type, or all at once with `complete custom model data`.This is the more precise and recommended method of employing custom model data.

Examples:

set custom model data of player's tool to 3
set {_model} to custom model data of player's tool

set custom model data colours of {_flag} to red, white, and blue
add 10.5 to the model data floats of {_flag}

set the full custom model data of {_item} to 10, "sword", and rgb(100, 200, 30)

Damage Buffer of the Realm's Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: double
The measure of blocks a player may safely trespass beyond the boundary ere suffering harm.
Players suffer injury only when venturing beyond the world's boundary, and the damage buffer distance cannot be less than naught.

Examples:

set realm boundary damage buffer of {_worldborder} to 10

Date Past and Hence

🔗

Expression

Patterns:
Since: 2.2-dev33
Return Type: Date
A date the specified timespan ere or hence another date.

Examples:

set {_yesterday} to 1 day ago

set {_hourAfter} to 1 hour after {someOtherDate}

set {_hoursBefore} to 5 hours ere {someOtherDate}

Decree

🔗

Expression

Patterns:
  • [the] (full|complete|whole) decree
  • [the] decree [(label|alias)]
Since: 2.0, 2.7 (support for script commands)
Return Type: Text
The decree that didst cause an 'on command' event (excluding the leading slash and all arguments)

Examples:

# forbid any decrees save the /exit decree during some game
on command:
    if {game::%player%::playing} is true:
        if the decree is not "exit":
            message "Thou art not permitted to issue decrees during the game"
            cancel the event

Decree Block Decree

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
Procureth or setteth the decree associated with a command block or minecart bearing a command block.

Examples:

send decree of {_block}

set decree of {_cmdMinecart} to "say asdf"

Decree Herald

🔗

Expression

Patterns:
  • [the] [decree's] (herald|executor)
Since: 2.0
Return Type: Command Sender
The player or the console who didst issue a decree. Most useful in commands and command events.
Shouldst the decree's herald be a command block, its locale may be retrieved by using %block's location%

Examples:

make the decree's herald execute "/say hi!"

on command:
    log "%executor% issued decree /%decree% %arguments%" to "commands.log"

Decree Particulars

🔗

Expression

Patterns:
  • [the] principal decree [label|name] [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] principal decree [label|name]
  • [the] description [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] description
  • [the] label [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] label
  • [the] usage [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] usage
  • [(all|the|all [of] the)] aliases [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] aliases
  • [the] permission [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] permission
  • [the] permission message [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] permission message
  • [the] plugin [owner] [of [[the] decree[s] %texts%]]
  • decree[s] %texts%'[s] plugin [owner]
Since: 2.6
Return Type: Text
Obtain particulars regarding a decree.

Examples:

principal decree label of decree "skript"

description of decree "help"

label of decree "pl"

usage of decree "help"

aliases of decree "bukkit:help"

permission of decree "/op"

decree "op"'s permission message

decree "sk"'s plugin owner

command /greet <player>:
    usage: /greet <target>
    trigger:
        if arg-1 is sender:
            send "&cThou canst not greet thine own self! Usage: %the usage%"
            stop
        send "%sender% doth greet thee!" to arg-1
        send "Thou hast greeted %arg-1%!"

Decree Value

🔗

Expression

Patterns:
Since: 2.5
Return Type: Gamerule Value
The gamerule decree value of a world.

Examples:

set the decree commandBlockOutput of world "world" to false

Default Worth

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: Object
A shorthand expression for bestowing upon things a default worth. If the first thing be not set, the second thing shall be returned.

Examples:

broadcast {score::%player's uuid%} lest "%player% hath no score!"

Denizens & Lords of a Dominion

🔗

Expression

Patterns:
  • [(all|the)] (denizens|lord[s]) of [[the] dominion[s]] %regions%
  • [[the] dominion[s]] %regions%'[s] (denizens|lord[s])
Since: 2.1
Requirements: Supported regions plugin
Return Type: Offline Player
A roster of denizens or lords of a dominion.
This expression doth require a supported regions plugin to be installed.

Examples:

on entering of a dominion:
    message "Thou art entering %region% whose lords are %lords of region%"

Departure Reason

🔗

Expression

Patterns:
  • [the] (quit|disconnect) (cause|reason)
Since: 2.8.0
Return Type: Quit Reason
The reason of departure wherefore a player did disconnect in a quit event.

Examples:

on quit:
    quit reason was kicked
    player is banned
    clear {server::player::%uuid of player%::*}

Discourse Format

🔗

Expression

Patterns:
  • [the] (message|discourse) format[ting]
Since: 2.2-dev31
Return Type: Text
May be employed to get or retrieve the discourse format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg].

Examples:

set the discourse format to "&lt;yellow&gt;[player]&lt;light gray&gt;: &lt;green&gt;[message]"

Discourse Recipients

🔗

Expression

Patterns:
  • [discourse][( |-)]recipients
Since: 2.2-Fixes-v7, 2.2-dev35 (clearing recipients)
Return Type: Player
Recipients of discourse events where this is called upon.

Examples:

discourse recipients

Disparity

🔗

Expression

Patterns:
Since: 1.4
Return Type: Object
The disparity betwixt two values.
Supported types include numbers, dates and times.

Examples:

if disparity betwixt {command::%player%::lastuse} and now is smaller than a minute:
    message "Thou must tarry a minute ere using this command again!"

Dispatched Command Ledger

🔗

Expression

Patterns:
  • [the] [sent] [server] command[s] list
Since: 2.8.0
Return Type: Text
The commands that shall be sent unto the player in a send commands to player event.
Modifications shall affect which commands appear for the player to complete by tabulation. They shall not affect which commands the player may truly execute.
Adding new commands unto the list is forbidden conduct and shall be disregarded.

Examples:

on send command list:
    set command list to command list where [input does not contain ":"]
    remove "help" from command list

Displaced Blocks

🔗

Expression

Patterns:
  • [the] moved blocks
Since: 2.2-dev27
Return Type: Block
Blocks which are displaced in a piston event. Cannot be employed outside of piston events.

Examples:

the moved blocks

Display Gaze Reach

🔗

Expression

Patterns:
  • [the] [display] view (range|radius) [of %displays%]
  • %displays%'[s] [display] view (range|radius)
Since: 2.10
Return Type: float
Returns or changes the view range of displays.
The default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the true range.
For example, a player with 150% entity view distance shall perceive a block display with a view range of 1.2 at 1.2 × 64 × 150% = 115.2 blocks hence.

Examples:

set view range of the last spawned text display to 2.9

Display Interpolation Tarrying and Duration

🔗

Expression

Patterns:
  • [the] interpolation (delay|duration)[s] [of %displays%]
  • %displays%'[s] interpolation (delay|duration)[s]
Since: 2.10
Return Type: Timespan
Returns or changes the interpolation delay or duration of displays.
Interpolation duration is the measure of time a display shall require to interpolate, or shift, betwixt its present state and a new one.
Interpolation delay is the number of ticks ere client-side interpolation shall commence.Setting to 0 seconds shall render it immediate.
Resetting either value shall return that value to 0.

Examples:

set interpolation delay of the last spawned text display to 2 ticks

Display Luminance Override

🔗

Expression

Patterns:
  • [the] [block|sky] (light [level]|brightness) override[s] of %displays%
  • %displays%'[s] [block|sky] (light [level]|brightness) override[s]
Since: 2.10
Return Type: integer
Returns or changes the brightness override of displays.
Unmodified displays shall not possess a brightness override value. Resetting or deleting this value shall remove the override.
Employ the 'block' or 'sky' options to obtain or change specific values, or procure both values as a list by using neither option.
NOTE: setting only one of the sky/block light overrides of a display without an existing override shall set both sky and block light to the given value. Pray ensure thou dost set both block and sky levels to thy desired values for the finest results. Likewise, thou canst only clear the brightness override entire; thou canst not clear the sky/block values individually.

Examples:

set sky light override of the last spawned text display to 7

subtract 3 from the block light level override of the last spawned text display

if sky light level override of {_display} is 5:
    clear brightness override of {_display}

Display Name

🔗

Expression

Patterns:
  • [the] (display|nick|chat|custom)[ ]name[s] of %objects%
  • %objects%'[s] (display|nick|chat|custom)[ ]name[s]
Since: before 2.1
2.2-dev20 (inventory name)
2.4 (non-living entity support, changeable inventory name)
Return Type: Object
Represents the display name of a player, or the custom name of an item, entity, block, or inventory.

Players: The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name).

Entities: The custom name of the entity. Can be changed, which will also enable custom name visibility of the entity so name tag of the entity will be visible always.

Items: The custom name of the item (not the Minecraft locale name). Can be changed.

Inventories: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.

Examples:

on join:
    player has permission "name.red"
    set the player's display name to "&lt;red&gt;[admin] &lt;gold&gt;%name of player%"

Display Placard Setting

🔗

Expression

Patterns:
  • [the] bill[ |-]board[ing] [setting] [of %displays%]
  • %displays%'[s] bill[ |-]board[ing] [setting]
Since: 2.10
Return Type: Display Billboard
Returns or changes the billboard setting of displays.
This describeth the axes and points about which the display may pivot.
Displays are spawned with the 'fixed' billboard by default. Resetting this expression shall likewise set it to 'fixed'.

Examples:

set billboard of the last spawned text display to center

Display Radiance Colour Override

🔗

Expression

Patterns:
  • [the] glow[ing] colo[u]r[s] override[s] [of %displays%]
  • %displays%'[s] glow[ing] colo[u]r[s] override[s]
Since: 2.10
Return Type: Color
Returns or changes the glowing colour override of displays.
This doth override whatever colour is already appointed for the scoreboard team of the displays.

Examples:

set glow color override of the last spawned text display to blue

Display Shadow Breadth and Vigour

🔗

Expression

Patterns:
  • [the] shadow (radius|strength) [of %displays%]
  • %displays%'[s] shadow (radius|strength)
Since: 2.10
Return Type: float
Returns or changes the shadow radius or strength of displays.

Examples:

set shadow radius of the last spawned text display to 1.75

Display Stature and Breadth

🔗

Expression

Patterns:
  • [the] display (height|width) [of %displays%]
  • %displays%'[s] display (height|width)
Since: 2.10
Return Type: float
Returns or changes the height or width of displays.
The rendering culling bounding box doth span horizontally width/2 from the entity's position, which determineth the point at which the display shall be frustum culled (no longer rendered because the game doth judge thou canst no longer perceive it).
If set to 0, no culling shall occur upon both the vertical and horizontal directions. Default is 0.0.

Examples:

set display height of the last spawned text display to 2.5

Display Transformation Gyration

🔗

Expression

Patterns:
  • [the] (left|right) [transformation] rotation [of %displays%]
  • %displays%'[s] (left|right) [transformation] rotation
Since: 2.10
Return Type: Quaternion
Returns or changes the transformation rotation of displays.
The left rotation is applied first, with the right rotation then being applied upon the rotated axis.

Examples:

set left transformation rotation of last spawned block display to quaternion(1, 0, 0, 0) # restore block display to its original bearing

Display Transformation Magnitude and Displacement

🔗

Expression

Patterns:
  • [the] (display|[display] transformation) (scale|translation) [of %displays%]
  • %displays%'[s] (display|[display] transformation) (scale|translation)
Since: 2.10
Return Type: Vector
Returns or changes the transformation scale or translation of displays.

Examples:

set transformation translation of display to vector from -0.5, -0.5, -0.5 # Centre the display in the selfsame position as a block

Display Translocation Duration

🔗

Expression

Patterns:
  • [the] teleport[ation] duration[s] [of %displays%]
  • %displays%'[s] teleport[ation] duration[s]
Since: 2.10
Requirements: Spigot 1.20.4+
Return Type: Timespan
The teleportation duration of displays is the measure of time required to traverse betwixt locations.
0 doth signify that updates are applied forthwith.
1 doth signify the display entity shall move from its present position to the new one over a single tick.
Greater values doth spread the movement across many ticks. A maximum of 59 ticks.

Examples:

set teleport duration of the last spawned text display to 2 ticks
teleport last spawned text display to {_location}
wait 2 ticks
message "display entity hath arrived at %{_location}%"

Distance

🔗

Expression

Patterns:
Since: 1.0
Return Type: Number
The distance betwixt two points upon the stage of the world.

Examples:

if the distance betwixt the player and {home::%uuid of player%} is smaller than 20:
    message "Thou art most near unto thy dwelling!"

Distance of Simulation

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
The simulation distance of a world or a player.
Simulation distance is the minimum distance in chunks for entities to be set in motion.
Simulation distance is bound by the current view distance of the world or player.
The view distance is bound betwixt 2 and 32 chunks.

Examples:

set simulation distance of player to 10

add 50 to the simulation distance of world "world"

reset the simulation distance of player

clear the simulation distance of world "world"

Divination Intelligence

🔗

Expression

Patterns:
  • [the] debug (info[rmation]|intelligence) of %objects%
  • %objects%'[s] debug (info[rmation]|intelligence)
Since: 2.13
Return Type: Text
Returneth a string rendering of the given objects, yet with their type appended thereto:     debug intelligence of 1, "a", 0.5 -> 1 (long), "a" (string), 0.5 (double) This is meant to ease the art of debugging, not as a reliable method of discerning the type of a value.

Examples:

broadcast debug intelligence of {list::*}

Dominion

🔗

Expression

Patterns:
  • [the] [event-]dominion
Since: 2.1
Requirements: Supported regions plugin
Return Type: Region
The dominion concerned in an event.
This expression doth require a supported regions plugin to be installed.

Examples:

on dominion enter:
    dominion is {forbidden dominion}
    cancel the event

Dominions At

🔗

Expression

Patterns:
Since: 2.1
Requirements: Supported regions plugin
Return Type: Region
All dominions at a particular location.
This expression doth require a supported regions plugin to be installed.

Examples:

On click on a sign:
    line 1 of the clicked block is "[dominion info]"
    set {_dominions::*} to dominions at the clicked block
    if {_dominions::*} is empty:
        message "No dominions doth exist at this sign."
    else:
        message "Dominions encompassing this sign: <gold>%{_dominions::*}%<r>."

Dropped Item's Rightful Owner

🔗

Expression

Patterns:
  • [the] uuid of [the] [dropped] item owner [of %itementities%]
  • [the] [dropped] item owner's uuid [of %itementities%]
Since: 2.11
Return Type: UUID
The uuid of the owner of the dropped item. Setting the owner of a dropped item doth mean only that entity or player may retrieve it. Dropping an item doth not of itself make the entity or player its rightful owner.

Examples:

    set the uuid of the dropped item owner of last dropped item to player
    if the uuid of the dropped item owner of last dropped item is uuid of player:

Dropped Ware Thrower

🔗

Expression

Patterns:
  • [the] uuid of [the] [dropped] ware thrower [of %itementities%]
  • [the] [dropped] ware thrower's uuid [of %itementities%]
Since: 2.11
Return Type: UUID
The uuid of the entity or player that hath cast forth or let fall the dropped ware.

Examples:

set the uuid of the dropped ware thrower of {_dropped item} to player
if the uuid of the dropped ware thrower of {_dropped item} is uuid of player:

clear the ware thrower of {_dropped item}

Duration of Invulnerability

🔗

Expression

Patterns:
  • [the] (invulnerability|invincibility|no harm) time[[ ]span] [of %living entities%]
  • %living entities%'[s] (invulnerability|invincibility|no harm) time[[ ]span]
Since: 2.11
Return Type: Timespan
The span of time during which an entity remaineth invulnerable unto all manner of harm.

Examples:

on damage:
    set victim's invulnerability time to 20 ticks #The victim shall suffer no harm for the next second

if the no harm timespan of {_entity} is 0 seconds:
    set the invincibility time span of {_entity} to 1 minute

Dusted Stage

🔗

Expression

Patterns:
Since: 2.12
Requirements: Minecraft 1.20+
Return Type: integer
Representeth how far the block hath been uncover'd from its earthen shroud.
The only blocks that may presently be "dusted" are Suspicious Gravel and Suspicious Sand.

Examples:

send target block's maximum dusted stage

set {_sand}'s dusted stage to 2

Earthly Pull

🔗

Expression

Patterns:
Since: 2.2-dev21
Return Type: Boolean
Whether an entity is subject unto the earthly pull or not, i.e. whether it beareth the Minecraft 1.10+ NoGravity flag.

Examples:

set earthly pull of player off

Elements

🔗

Expression

Patterns:
  • [the] (first|last) element [out] of %objects%
  • [the] (first|last) %integer% elements [out] of %objects%
  • [a] random element [out] of %objects%
  • [the] %integer%(st|nd|rd|th) [[to] last] element [out] of %objects%
  • [the] elements (from|between) %integer% (to|and) %integer% [out] of %objects%
  • [the] (first|next|last) element (of|in) %queue%
  • [the] (first|last) %integer% elements (of|in) %queue%
  • [a] random element (of|in) %queue%
  • [the] %integer%(st|nd|rd|th) [[to] last] element (of|in) %queue%
  • [the] elements (from|between) %integer% (to|and) %integer% (of|in) %queue%
Since: 2.0, 2.7 (relative to last element), 2.8.0 (range of elements)
Return Type: Object
The first, last, range or a chance element of a set, e.g. a list variable, or a queue.
Requesting elements from a queue shall also remove them from said queue; see the new queue expression for further knowledge.
See also: random expression

Examples:

broadcast the first 3 elements of {top players::*}

set {_last} to last element of {top players::*}

set {_random player} to random element out of all players

send 2nd last element of {top players::*} to player

set {page2::*} to elements from 11 to 20 of {top players::*}

broadcast the 1st element in {queue}

broadcast the first 3 elements in {queue}

Elevation

🔗

Expression

Patterns:
Since: 1.4.3
Return Type: Number
In effect an alias of 'y-coordinate of …', it doth represent the height of some location within the realm.

Examples:

on damage:
    elevation of the attacker is higher than the elevation of the victim
    set damage to damage * 1.2

Enchanted Artefact

🔗

Expression

Patterns:
  • [the] enchant[ed] artefact
Since: 2.5
Return Type: Item Type
The enchanted artefact in an enchant prepare event or enchant event.
It may be modified, yet enchantments shall still be applied in the enchant event.

Examples:

on enchant:
    set the enchanted artefact to a diamond chestplate

on enchant prepare:
    set the enchant artefact to a wooden sword

Enchanting Experience Toll

🔗

Expression

Patterns:
  • [the] [displayed] ([e]xp[erience]|enchanting) toll
Since: 2.5
Return Type: long
The toll of enchanting within an enchant event.
This be the number that was displayed upon the enchantment table, not the true number of levels taken away.

Examples:

on enchant:
    send "Toll: %the displayed enchanting toll%" to player

Enchantment Boon

🔗

Expression

Patterns:
  • [the] enchantment boon
Since: 2.5
Return Type: long
The enchantment boon in an enchant prepare event. This representeth the number of bookshelves affecting and surrounding the enchantment table.

Examples:

on enchant:
    send "There stand %enchantment boon% bookshelves about this enchantment table!" to player

Enchantment Potency

🔗

Expression

Patterns:
Since: 2.0
Return Type: long
The potency of a particular enchantment upon an item.

Examples:

player's tool is a sword of sharpness:
    message "Thou dost wield a blade of sharpness %potency of sharpness of the player's tool% upon thine hand"

Enchantment Proposition

🔗

Expression

Patterns:
  • [all [of]] [the] enchant[ment] propositions
  • enchant[ment] proposition[s] %numbers%
  • [the] %number%(st|nd|rd|th) enchant[ment] proposition
Since: 2.5
Requirements: 1.11 or newer
Return Type: Enchantment Offer
The enchantment proposition within enchant prepare events.

Examples:

on enchant prepare:
    send "Thy enchantment propositions are: %the enchantment propositions%" to player

Enchantment Proposition Toll

🔗

Expression

Patterns:
Since: 2.5
Requirements: 1.11 or newer
Return Type: long
The toll of an enchantment proposition. This is displayed to the right of an enchantment proposition.
If the toll be changed, it shall always be at least 1.
This altereth how many levels are required to enchant, yet doth not change the number of levels removed.
To change the number of levels removed, employ the enchant event.

Examples:

set toll of enchantment proposition 1 to 50

Enchantments Upon an Item

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: Enchantment Type
All the enchantments an item type doth possess.

Examples:

clear enchantments of event-item

Ender Coffer

🔗

Expression

Patterns:
Since: 2.0
Return Type: Inventory
The ender chest belonging unto a player.

Examples:

open the player's ender chest to the player

Enderman's Borne BlockData

🔗

Expression

Patterns:
Since: 2.11
Return Type: Block Data
The block data an enderman doth carry in its grasp.
Custom attributes such as NBT or names do not transfer hence.
Blocks, blockdatas and items are acceptable objects to alter the carried block.

Examples:

broadcast the carrying blockdata of last spawned enderman

set the carried block of last spawned enderman to an oak log

set the carrying block data of {_enderman} to oak stairs[facing=north]

set the carried blockdata of {_enderman} to {_item}

clear the carried blockdata of {_enderman}

Entity Fire Burn Duration

🔗

Expression

Patterns:
  • [the] [max[imum]] (burn[ing]|fire) (time|duration) of %entities%
  • %entities%'[s] [max[imum]] (burn[ing]|fire) (time|duration)
Since: 2.7, 2.10 (maximum)
Return Type: Timespan
How long an entity shall continue to burn with flame.

Examples:

send "Thou shalt cease burning in %fire time of player%"

send the max burn time of target

Entity Wits

🔗

Expression

Patterns:
Since: 2.5
Return Type: Boolean
Returneth whether an entity doth possess wits — that is, artificial intelligence.

Examples:

set artificial intelligence of target entity to false

Entity/Player/World from UUID

🔗

Expression

Patterns:
  • [offline[ ]]player[s] from %uuids%
  • entit(y|ies) from %uuids%
  • world[s] from %uuids%
Since: 2.11
Return Type: Object
Obtaineth an entity, player, offline player, or world from a UUID.
Unloaded entities or players who art absent (when employing 'player from %uuid%') shall return naught.

Examples:

set {_player} to player from "a0789aeb-7b46-43f6-86fb-cb671fed5775" parsed as uuid

set {_offline player} to offline player from {_some uuid}

set {_entity} to entity from {_some uuid}

set {_world} to world from {_some uuid}

Ephemeral Markings

🔗

Expression

Patterns:
Since: 2.2-dev36, 2.10 (add, remove)
Return Type: Object
Metadata is a means to store fleeting knowledge upon entities, blocks, and more, which vanisheth upon a server restart.

Examples:

set metadata value "healer" of player to true

broadcast "%metadata value "healer" of player%"

clear metadata value "healer" of player

Equippable Component

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Equippable Components
The equippable component of an item. Any alterations wrought upon the equippable component shall be manifest upon the item. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set {_component} to the equippable component of {_item}
set the armament slot of {_component} to helmet slot

clear the equippable component of {_item}

reset the equippable component of {_item}

Equippable Component - Armament Slot

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Equipment Slot
The armament slot unto which an item may be donned. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the armament slot of {_item} to chest slot

set {_component} to the equippable component of {_item}
set the armament slot of {_component} to boots slot

Equippable Component - Donned Visage

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Text
The visage of the item when donned. The visage key is represented as a namespaced key. A namespaced key may be formatted as 'namespace:id' or 'id'. It may contain but one ':' to separate the namespace and the id. Only alphanumeric characters, periods, underscores, and dashes may be employed. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the donned visage key of {_item} to "custom_model"

set {_component} to the equippable component of {_item}
set the donned visage id of {_component} to "custom_model"

Equippable Component - Donning Sound

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Text
The sound to be played whence the item is donned. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the donning sound of {_item} to "entity.experience_orb.pickup"

set {_component} to the equippable component of {_item}
set the donning sound of {_component} to "block.note_block.pling"

Equippable Component - Looking-Glass Overlay

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Text
The looking-glass overlay for the player whence the item is donned. Example: The jack-o'-lantern visage when one weareth a jack-o'-lantern as a helm. The looking-glass overlay is represented as a namespaced key. A namespaced key may be formatted as 'namespace:id' or 'id'. It may contain but one ':' to separate the namespace and the id. Only alphanumeric characters, periods, underscores, and dashes may be employed. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the looking-glass overlay of {_item} to "custom_overlay"

set {_component} to the equippable component of {_item}
set the looking-glass overlay of {_component} to "custom_overlay"

Equippable Component - Permitted Entities

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Entity Type
The entities permitted to wear the item. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the permitted entities of {_item} to a zombie and a skeleton

set {_component} to the equippable component of {_item}
clear the permitted entities of {_component}

Equippable Component - Shearing Sound

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.6+
Return Type: Text
The sound to be played whence the item is shorn from an entity. NOTE: Equippable component elements art experimental. Thus, they art subject to change and may not function as intended.

Examples:

set the shearing sound of {_item} to "entity.experience_orb.pickup"

set {_component} to the equippable component of {_item}
set the shearing sound of {_component} to "block.note_block.pling"

Essence Within

🔗

Expression

Patterns:
Since: 2.7
Return Type: Object
Obtaineth the value harboured within objects. Customarily employed with variables to procure the value they store rather than the variable itself,or with lists to extract the values of a particular type.

Examples:

set {_entity} to a random entity out of all entities
delete entity within {_entity} # This banisheth the entity itself and not the value stored in the variable

set {_list::*} to "something", 10, "test" and a zombie
broadcast the strings within {_list::*} # "something", "test"

Experience Cooldown Change Cause

🔗

Expression

Patterns:
  • [the] (experience|[e]xp) cooldown change (reason|cause|type)
Since: 2.10
Return Type: Experience Cooldown Change Reason

Examples:

on player experience cooldown change:
    if xp cooldown change reason is plugin:
        #Altered by a plugin
    else if xp cooldown change reason is orb pickup:
        #Altered by gathering an xp orb

Experience Gathering Cooldown

🔗

Expression

Patterns:
  • [the] (experience|[e]xp) [pickup|collection] cooldown of %players%
  • %players%'[s] (experience|[e]xp) [pickup|collection] cooldown
Since: 2.10
Return Type: Timespan
The experience cooldown of a player.
Experience cooldown is the duration one must wait ere a player may gather another orb of experience.
The cooldown of a player must be 0 to gather another orb of experience.

Examples:

send experience cooldown of player

set the xp pickup cooldown of player to 1 hour

if exp collection cooldown of player >= 10 minutes:
    clear the experience pickup cooldown of player

Explosion Block Bounty

🔗

Expression

Patterns:
  • [the] [explosion['s]] block (yield|bounty)
  • [the] (portion|percentage) of blocks dropped
Since: 2.5
Return Type: Number
The portion of exploded blocks that fall as bounty in an explosion event.
When altering the yield, a value exceeding 1 shall function the same as employing 1.
Attempting to set the yield to a value less than 0 shall have no effect.

Examples:

on explode:
    set the explosion's block yield to 10%

Explosion Magnitude

🔗

Expression

Patterns:
  • [the] explosion (yield|radius|magnitude)
  • [the] (yield|radius|magnitude) of [the] explosion
Since: 2.5
Return Type: Number
The yield of the explosion in an explosion prime event. This determineth the grandeur of the blast.
When altering the yield, values less than 0 shall be disregarded.
Read this wiki page for further knowledge.

Examples:

on explosion prime:
    set the magnitude of the explosion to 10

Explosive Magnitude

🔗

Expression

Patterns:
  • [the] explosive (yield|radius|magnitude|power) of %entities%
  • %entities%'[s] explosive (yield|radius|magnitude|power)
Since: 2.5, 2.11 (ghasts)
Return Type: Number
The yield of an explosive (creeper, ghast, primed tnt, fireball, et cetera). This determineth how grand an explosion the entity doth cause.
Read this wiki page for further knowledge.
The yield of ghasts may only be set betwixt 0 and 127.

Examples:

on spawn of a creeper:
    set the explosive magnitude of the event-entity to 10

Facing

🔗

Expression

Patterns:
Since: 1.4
Return Type: Direction
The facing of an entity or block, that is to say exactly north, south, east, west, up, or down (unlike direction which giveth the precise bearing, e.g. '0.5 south and 0.7 east').

Examples:

# doth construct a bridge
loop blocks from the block below the player in the horizontal facing of the player:
    set loop-block to cobblestone

Fall Distance

🔗

Expression

Patterns:
  • [the] fall[en] (distance|height) of %entities%
  • %entities%'[s] fall[en] (distance|height)
Since: 2.5
Return Type: Number
The distance an entity hath fallen through the air.

Examples:

set all entities' fallen distance to 10

on damage:
    send "%victim's fall distance%" to victim

Fashion a World Border

🔗

Expression

Patterns:
  • a [phantasmal] world[ ]border
Since: 2.11
Return Type: World Border
Doth fashion a new, unbound world border. World borders may be assigned unto either worlds or particular players.
Borders assigned unto worlds shall apply to all players within that world.
Borders assigned unto players shall apply only to those players, and divers players may possess different borders.

Examples:

on join:
    set {_location} to location of player
    set worldborder of player to a phantasmal worldborder:
        set worldborder radius to 25
        set world border center of event-worldborder to {_location}

on load:
    set worldborder of world "world" to a worldborder:
        set worldborder radius of event-worldborder to 200
        set worldborder center of event-worldborder to location(0, 64, 0)
        set worldborder warning distance of event-worldborder to 5

Fertilised Blocks

🔗

Expression

Patterns:
  • [all] [the] fertilized blocks
Since: 2.5
Requirements: Minecraft 1.13 or newer
Return Type: Block
The blocks made fertile in block fertilize events.

Examples:

the fertilized blocks

Final Harm

🔗

Expression

Patterns:
  • [the] final (harm|damage)
Since: 2.2-dev19
Return Type: Number
How much harm is ultimately wrought in a damage event, considering all manner of damage reduction. Can NOT be altered.

Examples:

send "%final harm%" to victim

Firework Effect

🔗

Expression

Patterns:
  • [(flickering|trailing|flickering trailing|trailing flickering)] %firework type% [firework [effect]] colo[u]red %colors%
  • [(flickering|trailing|flickering trailing|trailing flickering)] %firework type% [firework [effect]] colo[u]red %colors% fad(e|ing) [to] %colors%
Since: 2.4
Return Type: Firework Effect
Representeth a 'firework effect' which may be employed in the launch firework effect.

Examples:

launch flickering trailing burst firework coloured blue and green at player

launch trailing flickering star coloured purple, yellow, blue, green and red fading to pink at target entity

launch ball large coloured red, purple and white fading to light green and black at player's location with duration 1

First Vacant Berth in Inventory

🔗

Expression

Patterns:
Since: 2.12
Return Type: Slot
Returneth the first empty slot within an inventory. Should no vacant berth be found, it returneth naught.

Examples:

set the first empty slot in player's inventory to 5 diamonds

if the first empty slot in player's inventory is not set:
    message "No empty slot available in your inventory!" to player

Fishing Approach Bearing

🔗

Expression

Patterns:
  • (min[imum]|max[imum]) fish[ing] approach[ing] bearing
Since: 2.10
Return Type: float
Returneth the bearing at which the fish shall approach the fishing hook, after the tarrying time.
The bearing is measured in degrees, with 0 being positive Z, 90 being negative X, 180 being negative Z, and 270 being positive X.
By default, returneth a value betwixt 0 and 360 degrees.

Examples:

on fish approach:
    if any:
        maximum fishing approaching bearing is bigger than 300.5 degrees
        min fishing approach bearing is smaller than 59.5 degrees
    then:
        cancel event

Fishing Bite Tarry

🔗

Expression

Patterns:
  • fish[ing] bit(e|ing) [tarry] time
Since: 2.10
Return Type: Timespan
Returneth the time it taketh a fish to bite the fishing hook, after it hath begun approaching the hook.
May return a timespan of 0 seconds. If altering the value, it ought be at least 1 tick.

Examples:

on fish approach:
    set fishing bite tarry time to 5 seconds

Fishing Hook

🔗

Expression

Patterns:
  • [the] fish[ing] (hook|bobber)
Since: 2.10
Return Type: Entity
The fishing hook within a fishing occasion.

Examples:

on fish line cast:
    tarry a second
    teleport player to fishing hook

Fishing Hooked Creature

🔗

Expression

Patterns:
  • [the] hook[ed] creature
Since: 2.10
Return Type: Entity
Returneth the hooked creature in the hooked occasion.

Examples:

on entity hooked:
    if hooked creature is a player:
        teleport hooked creature to player

Fishing Tarrying Time

🔗

Expression

Patterns:
  • (min[imum]|max[imum]) fish[ing] tarry[ing] time
Since: 2.10
Return Type: Timespan
Returneth the minimum and/or maximum tarrying time of the fishing hook.
The default minimum value is 5 seconds and the maximum is 30 seconds, ere lure be applied.

Examples:

on fishing line cast:
    set min fish tarrying time to 10 seconds
    set max fishing tarrying time to 20 seconds

Flight Mode

🔗

Expression

Patterns:
  • [the] fl(y[ing]|ight) (mode|state) of %players%
  • %players%'[s] fl(y[ing]|ight) (mode|state)
Since: 2.2-dev34
Return Type: Boolean
Whether the player(s) art permitted to take wing. Employ the Make Fly effect to compel player(s) to soar.

Examples:

set flight mode of player to true

send "%flying state of all players%"

Fore-Title/After-Title

🔗

Expression

Patterns:
  • [the] [parlour] (prefix|suffix) of %players%
  • %players%'[s] [parlour] (prefix|suffix)
Since: 2.0, 2.10 (delete)
Requirements: Vault, a chat plugin that supports Vault
Return Type: Text
The prefix or suffix as ordained within the server's chat plugin.

Examples:

on chat:
    cancel event
    broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world

set the player's prefix to "[<red>Admin<reset>] "

clear player's prefix

Forged Damage Source

🔗

Expression

Patterns:
  • [the] forged damage source
Since: 2.12
Return Type: Damage Source
Obtain the damage source being forged or amended within a 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type of the forged damage source to magic

Former/Future Guise

🔗

Expression

Patterns:
  • [the] (former|past|old) [state] [of] %~objects%
  • %~objects% ere [the event]
  • [the] (future|to-be|new) [state] [of] %~objects%
  • %~objects%(-to-be| hence[(forth| the event)])
Since: 1.1
Return Type: Object
Doth represent the value of an expression ere an event came to pass, or the value it shall assume directly after the event, e.g. the old or new level respectively in a level change event.
Note: The past, future and present guises of an expression art sometimes called 'time states' of an expression.
Note 2: If thou dost not specify whether to employ the past or future guise of an expression that hath different values, its default value shall be used, which is customarily the value after the event.

Examples:

on teleport:
    former world was "world_nether" # or 'world was'
    world will be "world" # or 'world hence the event is'

on tool change:
    past tool is an axe
    the tool henceforth the event will be air

on weather change:
    set {weather::%world%::old} to past weather
    set {weather::%world%::current} to the new weather

Fortune of Plunder Context

🔗

Expression

Patterns:
  • [the] plunder[ing] [context] fortune [value|factor] [of %loot contexts%]
  • %loot contexts%'[s] plunder[ing] [context] fortune [value|factor]
Since: 2.10
Return Type: float
Returneth the fortune of a loot context as a float. This doth represent the luck potion effect that an entity may possess.

Examples:

set {_luck} to plundering fortune value of {_context}

set {_context} to a plunder context at player:
    set plundering fortune value to 10
    set plunderer to player
    set plundered entity to last spawned pig

Fragment of Text

🔗

Expression

Patterns:
  • [the] (portion|sub[ ](text|string)) of %texts% (between|from) [ind(ex|ices)|character[s]] %number% (and|to) [(index|character)] %number%
  • [the] (first|last) [%number%] character[s] of %texts%
  • [the] %number% (first|last) characters of %texts%
  • [the] character[s] at [(index|position|indexes|indices|positions)] %numbers% (in|of) %texts%
Since: 2.1, 2.5.2 (character at, multiple strings support)
Return Type: Text
Extracteth a portion of a text. Thou mayest obtain the first <x> characters, the last <x> characters, the character at index <x>, or the characters betwixt indices <x> and <y>. The indices <x> and <y> should lie between 1 and the length of the text (other values shall be fitted into this range).

Examples:

set {_s} to the first 5 characters of the text argument

message "%portion of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console

set {_characters::*} to characters at 1, 2 and 7 in player's display name

send the last character of all players' names

Free / Greatest / Total Memory

🔗

Expression

Patterns:
  • [the] [server] (free|max[imum]|total) (memory|ram)
Since: 2.8.0
Return Type: double
The free, utmost, or total memory of the server in Megabytes.

Examples:

while player is online:
    send action bar "Memory remaining: %free memory%/%max memory%MB" to player
    wait 5 ticks

Frost Duration

🔗

Expression

Patterns:
Since: 2.7
Return Type: Timespan
How long an entity hath lingered within powdered snow.

Examples:

player's frost duration is less than 3 seconds:
    send "Thou art upon the verge of freezing!" to the player

Function

🔗

Expression

Patterns:
  • [the|a] function [named] %text% [(in|from) %script%]
  • [the] functions [named] %texts% [(in|from) %script%]
  • [all [[of] the]|the] functions (in|from) %script%
Since: 2.10
Return Type: Function
Obtaineth a function by its given name, which may thence be invoked.

Examples:

set {_function} to the function named "myFunction"

run {_function} with arguments 13 and true

Furnace Durations

🔗

Expression

Patterns:
  • [the] [furnace] cook[ing] time [of %blocks%]
  • %blocks%'[s]cook[ing] time
  • [the] [furnace] total cook[ing] time [of %blocks%]
  • %blocks%'[s]total cook[ing] time
  • [the] [furnace] fuel burn[ing] time [of %blocks%]
  • %blocks%'[s]fuel burn[ing] time
Since: 2.10
Return Type: Timespan
The cook time, total cook time, and burn time of a furnace. Each may be altered.

  • cook time: The measure of time an item hath been smelting.

  • total cook time: The full measure of time required to complete the smelting of an item.

  • burn time: The measure of time remaining for the present fuel ere another fuel be consumed.

Examples:

set the cooking time of {_block} to 10

set the total cooking time of {_block} to 50

set the fuel burning time of {_block} to 100

on smelt:
    if the fuel slot is charcoal:
        add 5 seconds to the fuel burn time

Furnace Event Wares

🔗

Expression

Patterns:
  • [the] (smelted item|result[ item])
  • [the] extracted item[s]
  • [the] smelting item
  • [the] burned (fuel|item)
Since: 2.10
Return Type: Item
Representeth the sundry items within furnace happenings.
Only 'smelting item' may be altered.

Examples:

on furnace smelt:
    broadcast smelted item
    # Or 'result'

on furnace extract:
    broadcast extracted item

on fuel burn:
    broadcast burned fuel

on smelting commenceth:
    broadcast smelting item
    clear smelting item

Furnace Receptacle

🔗

Expression

Patterns:
  • [the] (ore|input) slot[s] [of %blocks%]
  • %blocks%'[s] (ore|input) slot[s]
  • [the] fuel slot[s] [of %blocks%]
  • %blocks%'[s] fuel slot[s]
  • [the] (result|output) slot[s] [of %blocks%]
  • %blocks%'[s] (result|output) slot[s]
Since: 1.0, 2.8.0 (syntax rework)
Return Type: Slot
A receptacle of a furnace, that is to say, the ore, fuel, or result slot therein.

Examples:

set the fuel slot of the clicked block to a lava bucket

set the block's ore slot to 64 iron ore

clear the result slot of the block

on smelt:
    if the fuel slot is charcoal:
        add 5 seconds to the burn time

Game Effects Furnished with Data

🔗

Expression

Patterns:
  • [record] song (of|using) %item type%
  • [dispenser] black smoke effect [(in|with|using) [the] direction] %direction%
  • [dispenser] white smoke effect [(in|with|using) [the] direction] %direction%
  • %item type/block data% [foot]step[s] sound [effect]
  • %color% [splash] potion break effect
  • %color% instant [splash] potion break effect
  • compost[er] [fill[ing]] (succe(ss|ed)|fail[ure|ed]) sound [effect]
  • villager plant grow[th] effect [(with|using) %number% particles]
  • [fake] bone meal effect [(with|using) %number% particles]
  • (electric|lightning[ rod]|copper) spark effect [(in|using|along) the (x|y|z) axis]
  • sculk (charge|spread) effect [(with|using) data %integer%]
  • [finish] brush[ing] %item type/block data% effect
  • trial spawner detect[ing|s] [%number%] player[s] effect
  • ominous trial spawner detect[ing|s] [%number%] player[s] effect
  • [ominous] trial spawner spawn[ing] [mob] effect
  • [ominous] trial spawner spawn[ing] [mob] effect with sound
  • bee growth effect [(with|using) %number% particles]
  • [ominous] [trial] vault activate effect
  • [ominous] [trial] vault deactivate effect
  • trial spawner become[ing] [not] ominous effect
  • [ominous] trial spawner spawn[ing] item effect
  • place turtle egg effect [(with|using) %number% particles]
  • [mace] smash attack effect [(with|using) %number% particles]
Since: 2.14
Return Type: Game Effect
Fashioneth game effects that do require some further intelligence, such as colours, particle counts, or block data. Game effects consist of combinations of particles and/or sounds employed within Minecraft, such as the bone meal particles, the sound of footsteps upon a specific block, or the particles and sound of shattering a splash potion. Game effects not present herein require no data and may be found within the Game Effect type. Data requirements do vary from version to version, thus these documents art only accurate for the most recent Minecraft version at the time of release.

Examples:

conjure compost success sound effect unto player

Gather-Up Tarrying

🔗

Expression

Patterns:
Since: 2.7
Return Type: Timespan
The measure of time that must pass ere a dropped item may be gathered up by an entity.

Examples:

drop diamond sword at {_location} without velocity

set gather up tarrying of last dropped item to 5 seconds

Gaze Distance of Client

🔗

Expression

Patterns:
  • [the] client gaze distance[s] of %players%
  • %players%'[s] client gaze distance[s]
Since: 2.5
Requirements: 1.13.2+
Return Type: long
The view distance as set upon the client. It cannot be altered. This differeth from the server-side view distance of a player, as it shall retrieve the view distance the player hath set upon their own client.

Examples:

set {_clientView} to the client gaze distance of player

set view distance of player to client gaze distance of player

Gaze Reach

🔗

Expression

Patterns:
Since: 2.4, 2.11 (worlds)
Return Type: integer
The gaze reach of a world or a player.
The gaze reach of a player is the distance in chunks dispatched by the server unto the player.This hath naught to do with client-side gaze reach settings.
Gaze reach is confined betwixt 2 and 32 chunks.

Examples:

set gaze reach of player to 10

add 50 to the gaze reach of world "world"

reset the gaze reach of player

clear the gaze reach of world "world"

Greatest Endurance

🔗

Expression

Patterns:
Since: 2.5, 2.9.0 (change)
Requirements: Minecraft 1.20.5+ (custom amount)
Return Type: integer
The utmost durability of an item. Alteration requireth Minecraft 1.20.5+
Note: 'delete' shall strip the max durability from the item (rendering it proof against wear). Deletion requireth Paper 1.21+

Examples:

maximum endurance of diamond sword

if max endurance of player's tool is not 0: # Item doth suffer wear

set max endurance of player's tool to 5000

add 5 to max endurance of player's tool

reset max endurance of player's tool

delete max endurance of player's tool

Greatest Frost Duration

🔗

Expression

Patterns:
Since: 2.7
Return Type: Timespan
The utmost span of time an entity may abide within powdered snow ere suffering harm.

Examples:

difference between player's frost time and player's max frost time is less than 1 second:
    send "thou art upon the verge of freezing!" to the player

Greatest Gathering of Players

🔗

Expression

Patterns:
  • [the] [(true|default)|(false|shown|displayed)] max[imum] player[s] [count|amount|number|size]
  • [the] [(true|default)|(false|shown|displayed)] max[imum] (count|amount|number|size) of players
Since: 2.3, 2.7 (modify max real players)
Return Type: integer
The tally of max players permitted. This may be altered within a server list ping event alone.
'true max players' returneth the veritable count of max players upon the server and may be modified on Paper 1.16 or later.

Examples:

on server list ping:
    set the max players count to (online players count + 1)

Greatest Item Employment Duration

🔗

Expression

Patterns:
  • [the] max[imum] [item] employ(ment|age) (time|duration) of %item stacks%
  • %item stacks%'[s] max[imum] [item] employ(ment|age) (time|duration)
Since: 2.8.0
Return Type: Timespan
Returneth the utmost span an item may be employed ere the action concludeth.For instance, it requireth 1.6 seconds to quaff a potion, or 1.4 seconds to load an unenchanted crossbow.
Certain items, such as bows and shields, bear no limit upon their employment. They shall return 1 hour.

Examples:

on right click:
    broadcast max employment duration of player's tool

Greatest Minecart Swiftness

🔗

Expression

Patterns:
  • [the] max[imum] minecart (swiftness|velocity) of %entities%
  • %entities%'[s] max[imum] minecart (swiftness|velocity)
Since: 2.5.1
Return Type: Number
The utmost swiftness of a minecart.

Examples:

on right click on minecart:
    set max minecart swiftness of event-entity to 1

Greatest Stack Measure

🔗

Expression

Patterns:
Since: 2.1, 2.10 (changeable, inventories)
Requirements: Spigot 1.20.5+ (changeable)
Return Type: integer
The utmost stack size of an item (e.g. 64 for torches, 16 for buckets, 1 for swords, etc.) or inventory.
In 1.20.5+, the maximum stack size of items may be set to any integer from 1 to 99, and stacked unto the maximum stack size of the inventory wherein they reside.

Examples:

send "Thou canst hold %max stack size of player's tool% of %type of player's tool% in a slot." to player

set the maximum stack size of inventory of all players to 16

add 8 to the maximum stack size of player's tool

reset the maximum stack size of {_gui}

Greatest Vigour

🔗

Expression

Patterns:
Since: 2.0
Return Type: Number
The utmost health of an entity, e.g. 10 for a player.

Examples:

on join:
    set the maximum vigour of the player to 100

spawn a giant
set the last spawned entity's max vigour to 1000

Guest Ledger

🔗

Expression

Patterns:
  • [the] guest[ ]ledger
Since: 2.5.2, 2.9.0 (delete)
Return Type: Offline Player
An expression for obtaining and amending the server's guest ledger.
Players may be inscribed upon or stricken from the guest ledger.
The guest ledger may be enabled or disabled by setting it to true or false respectively.

Examples:

set the guest ledger to false

add all players to guest ledger

reset the guest ledger

Guild

🔗

Expression

Patterns:
Since: 2.2-dev35
Requirements: Vault, a permission plugin that supports Vault
Return Type: Text
The primary guild or all guilds of a player. This expression doth require Vault and a compatible permissions plugin to be installed.
If thou dost employ LuckPerms, ensure vault integration be enabled within the LuckPerms configurations.

Examples:

on join:
    broadcast "%guild of player%" # this be the player's primary guild
    broadcast "%guilds of player%" # these be all of the player's guilds

Harm

🔗

Expression

Patterns:
  • [the] (harm|damage)
Since: 1.3.5, 2.8.0 (item damage event)
Return Type: Number
How much harm is wrought in an entity/vehicle/item damage event.
For entity damage events, perchance disregarding armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart).
For items, 'tis the measure of durability harm the item shall suffer.

Examples:

on item damage:
    event-item is any tool
    clear damage # unbreakable tools as the harm shall be 0

on damage:
    increase the harm by 2

Harm Amount of Realm Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: double
The measure of harm a player doth suffer per second for each block they stand beyond the boundary plus the boundary buffer.
Players suffer harm only when beyond the realm's boundary, and the harm value cannot be less than 0.

Examples:

set realm boundary harm amount of {_worldborder} to 1

Harmed Item

🔗

Expression

Patterns:
Since: 2.4
Return Type: Item Type
Directly visiteth harm upon an item. In MC versions 1.12.2 and lower, this may be employed to apply data values to items and blocks.

Examples:

give player diamond sword with damage value 100

set player's tool to diamond hoe harmed by 250

give player diamond sword with damage 700 named "BROKEN SWORD"

set {_item} to diamond hoe with damage value 50 named "SAD HOE"

Hatching Creature Type

🔗

Expression

Patterns:
  • [the] hatching creature [type]
Since: 2.7
Return Type: Entity Type
The manner of creature that shall be hatched in a Player Egg Throw event.

Examples:

on player egg throw:
    set the hatching creature type to a primed tnt

Hatching Number

🔗

Expression

Patterns:
  • [the] hatching number
Since: 2.7
Return Type: byte
The count of creatures that shall be hatched in a Player Egg Throw event.
Pray note that no more than 127 creatures may be hatched at once.

Examples:

on player egg throw:
    set the hatching number to 10

Head Location

🔗

Expression

Patterns:
Since: 2.0
Return Type: Location
The location of an entity's head, most useful for players and, for example, looping blocks in the player's line of sight.
Pray note that this location is only true for entities whose head resteth precisely above their centre, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs, nor cows.

Examples:

set the block at the player's head to air

set the block in front of the player's eyes to glass

loop blocks in front of the player's head:

Heart of Realm Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: Location
The heart of a realm boundary.

Examples:

set realm boundary heart of {_worldborder} to location(10, 0, 20)

Heart of a Location

🔗

Expression

Patterns:
  • [the] (middle|center) [point] of %location%
  • %location%'[s] (middle|center) [point]
Since: 2.6.1
Return Type: Location
Returneth the middle or centre of a location. In other words, yieldeth the centre of the X, Z coordinates and the floor value of the Y coordinate of a location.

Examples:

command /stuck:
    executable by: players
    trigger:
        teleport player to the center of player's location
        send "Thou art no longer ensnared."

Hex Code

🔗

Expression

Patterns:
  • [the] hex[adecimal] code of %colors%
  • %colors%'[s] hex[adecimal] code
Since: 2.14
Return Type: Text
Returns the hexadecimal value representing the given color(s). The hex value of a colour does not contain a leading #, just the RRGGBB value. For those looking for hex values of numbers, see the asBase and fromBase functions.

Examples:

send formatted "<#%hex code of rgb(100, 10, 10)%>darker red" to all players

Horse Taming Spirit

🔗

Expression

Patterns:
Since: 2.10
Return Type: integer
Getteth and/or setteth the (max) taming measure of a horse.
The taming measure of a horse is how near the beast standeth to becoming gentle — the higher the measure, the closer it draws to docility (must lie betwixt 1 and the max taming measure of the horse).
The max taming measure of a horse is how long it shall take ere the horse becometh tame (must be greater than 0).

Examples:

function domesticateAndTame(horse: entity, p: offline player, i: int = 10):
    add {_i} to taming spirit of {_horse}
    if taming spirit of {_horse} >= max taming spirit of {_horse}:
        tame {_horse}
        set tamer of {_horse} to {_p}

Host Name

🔗

Expression

Patterns:
  • [the] (host|domain)[ ][name]
Since: 2.6.1
Return Type: Text
The hostname employed by the connecting player to reach the server in a connect event.

Examples:

on connect:
    hostname is "testers.example.com"
    send "Welcome back, good tester!"

Hotbar Button

🔗

Expression

Patterns:
  • [the] hotbar button
Since: 2.5
Return Type: long
The hotbar button pressed upon in an inventory click event.

Examples:

on inventory click:
    send "Thou didst press hotbar button %hotbar button%!"

Hotbar Slot

🔗

Expression

Patterns:
  • [the] [([presently] chosen|current)] hotbar slot[s] [of %players%]
  • %players%'[s] [([presently] chosen|current)] hotbar slot[s]
Since: 2.2-dev36
Return Type: Slot
The presently chosen hotbar slot.
To retrieve its number, employ the Slot Index expression.
Use future and past tense to obtain the former slot in an item change event; see the example.

Examples:

message "%player's current hotbar slot%"

set player's presently chosen hotbar slot to slot 4 of player

send "index of player's current hotbar slot = 1" # second slot from the left

on item held change:
    if the presently chosen hotbar slot was a diamond:
        set the presently chosen hotbar slot to slot 5 of player

Hour of the Realm

🔗

Expression

Patterns:
  • [the] hour[s] [([with]in|of) %worlds%]
  • %worlds%'[s] hour[s]
Since: 1.0
Return Type: Time
The time of a world.
Employ the "minecraft timespan" syntax to alter the hour according to Minecraft's temporal intervals.
Since Minecraft doth use discrete intervals for time (ticks), altering the hour by real-world minutes or seconds shall change it only approximately.
Subtracting an amount of time from a world's hour shall advance the clock forward by a day.

Examples:

set hour of world "world" to 2:00

add 2 minecraft hours to hour of world "world"

add 54 real seconds to hour of world "world" # approximately 1 minecraft hour

Hover List

🔗

Expression

Patterns:
  • [the] [custom] [player|server] (hover|sample) ([message] list|message)
  • [the] [custom] player [hover|sample] list
Since: 2.3
Return Type: Text
The list that doth appear when one hovers upon the player counts of the server in the server list.
This may be altered using texts or players within a server list ping event only.Adding players to the list doth mean adding the names of said players.
And mark well that, for example, shouldst there be 5 online players (including the feigned online count) upon the server and the hover list be set to 3 values, Minecraft shall display "... and 2 more ..." at the list's end.in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list.

Examples:

on server list ping:
    clear the hover list
    add "&aWelcome to the &6Minecraft &aserver!" to the hover list
    add "" to the hover list # A blank line
    add "&cThere are &6%online players count% &conline players!" to the hover list

Hue Of

🔗

Expression

Patterns:
Since: 1.2, 2.10 (displays)
Return Type: Color
The hue of an item, entity, block, firework flourish, or text display.
This may also be employed to tint chat messages with "<%hue of ...%>this text is tinted!".
Pray note that firework flourishes support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks do only support setting, and only for most scarce items/blocks.

Examples:

on click on wool:
    if event-block is tagged with minecraft tag "wool":
        message "This wool block is <%hue of block%>%hue of block%<reset>!"
        set the hue of the block to black

Hued / Unhued

🔗

Expression

Patterns:
  • (hue-|hued )%texts%
  • (adorn-|adorned )%texts%
  • (un|non)[-](hue-|hued |adorn-|adorned )%texts%
Since: 2.0
Return Type: Text
Doth parse <colour>s and, if it please thee, chat styles in a message, or doth strip
any hues and chat styles from the message. Parsing all
chat styles requireth this expression to be employed upon the selfsame line with
the send effect.

Examples:

on chat:
    set message to hued message # Safe; only hues get parsed

command /fade <player>:
    trigger:
        set display name of the player-argument to unhued display name of the player-argument

command /format <text>:
    trigger:
        message adorned text-argument # Safe, for we send unto whomsoever invoked this command

Hues of a String

🔗

Expression

Patterns:
  • [all [of the|the]|the] string hue[s] [code[s]] of %texts%
  • [the] first string hue[s] [code[s]] of %texts%
  • [the] last string hue[s] [code[s]] of %texts%
Since: 2.11
Return Type: Object
Retrieveth the first, the last, or all colour objects or colour codes dwelling within a string.
The retrieved colour codes of the string shall be formatted with the colour symbol.

Examples:

set {_colors::*} to the string hues of "<red>hey<blue>yo"

set {_color} to the first string hue code of "&aGoodbye!"
send "%{_color}%Howdy!" to all players

IP Address

🔗

Expression

Patterns:
  • IP[s][( |-)address[es]] of %players%
  • %players%'[s] IP[s][( |-)address[es]]
  • IP[( |-)address]
Since: 1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event)
Return Type: Text
The IP address of a player, or the connected soul in a connect event, or the one who doth ping in a server list ping event.

Examples:

ban the IP address of the player")
broadcast "Banned the IP %IP of player%"

on connect:
    log "[%now%] %player% (%ip%) hath connected to the server."

on server list ping:
    send "%IP-address%" to the console

Implement in Hand

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Item
Returneth the item the entities art presently employing (that is: the victuals they consume, the bow they draw back, and so forth). This cannot be altered. Should an entity not be employing any item, this shall return null.

Examples:

on damage of player:
    if victim's active tool is a bow:
        interrupt player's active item use

Implement in Hand

🔗

Expression

Patterns:
Since: 1.0
Return Type: Slot
The item an entity doth hold in their main or off hand.

Examples:

player's implement is tagged with minecraft tag "pickaxes"

player's off hand implement is a shield

set implement of all players to a diamond sword

set offhand implement of target entity to a bow

Indestructible Wares

🔗

Expression

Patterns:
Since: 2.2-dev13b, 2.9.0 (breakable)
Return Type: Item Type
Createth breakable or indestructible copies of the given items.

Examples:

set {_item} to unbreakable iron sword

give breakable {_weapon} to all players

Index of the Slot

🔗

Expression

Patterns:
  • [the] [(raw|unique)] index of %slots%
  • %slots%'[s] [(raw|unique)] index
Since: 2.2-dev35, 2.8.0 (raw index)
Return Type: long
The index of an inventory slot. Other manners of slots may or may not possess indices. Mark well that comparing slots with numbers is also possible; if the index of a slot be the same as the number, the comparison succeedeth. This expression serveth chiefly for those cases where thou must for some reason preserve the slot numbers.

Raw index of a slot is unique unto the view, see Minecraft Wiki

Examples:

if index of event-slot is 10:
    send "Thou hast purchased a pie!"

if display name of player's top inventory is "Custom Menu": # 3 rows inventory
    if raw index of event-slot > 27: # outside custom inventory
        cancel event

Indices of Value

🔗

Expression

Patterns:
  • [the] [first|last|all] (position[s]|indices|index[es]) of [[the] value] %texts% in %text%
  • [the] [first|last|all] position[s] of [[the] value] %objects% in %~objects%
  • [the] [first|last|all] (indices|index[es]) of [[the] value] %objects% in %~objects%
Since: 2.1, 2.12 (indices, positions of list)
Return Type: Object
Obtain the first, last, or all positions of a character (or text) within another text using 'positions of %texts% in %text%'. Naught is returned when the value doth not appear in the text.Positions range from 1 to the length of the text (inclusive).

Using 'indices/positions of %objects% in %objects%', thou canst obtain the indices or positions of a list wherein the value at that index matcheth the provided value.Indices are supported only for keyed expressions (e.g. variable lists) and shall return the string indices of the given value.Positions may be used with any list and shall return the numerical position of the value in the list, counting upward from 1.Additionally, naught is returned if the value is not found within the list.

Whether string comparison respecteth case or not may be configured in Skript's config file.

Examples:

set {_first} to the first position of "@" in the text argument
if {_s} contains "abc":
    set {_s} to the first (position of "abc" in {_s} + 3) characters of {_s}
    # removes everything after the first "abc" from {_s}

set {_list::*} to 1, 2, 3, 1, 2, 3
set {_indices::*} to indices of the value 1 in {_list::*}
# {_indices::*} is now "1" and "4"

set {_indices::*} to all indices of the value 2 in {_list::*}
# {_indices::*} is now "2" and "5"

set {_positions::*} to all positions of the value 3 in {_list::*}
# {_positions::*} is now 3 and 6

set {_otherlist::bar} to 100
set {_otherlist::hello} to "hi"
set {_otherlist::burb} to 100
set {_otherlist::tud} to "hi"
set {_otherlist::foo} to 100

set {_indices::*} to the first index of the value 100 in {_otherlist::*}
# {_indices::*} is now "bar"

set {_indices::*} to the last index of the value 100 in {_otherlist::*}
# {_indices::*} is now "foo"

set {_positions::*} to all positions of the value 100 in {_otherlist::*}
# {_positions::*} is now 1, 3 and 5

set {_positions::*} to all positions of the value "hi" in {_otherlist::*}
# {_positions::*} is now 2 and 4

Indices of a Ledger

🔗

Expression

Patterns:
  • [(the|all [[of] the])] (indexes|indices) of %~objects%
  • %~objects%'[s] (indexes|indices)
  • [sorted] (indices|indexes) of %~objects% in (ascending|descending) order
  • [sorted] %~objects%'[s] (indices|indexes) in (ascending|descending) order
Since: 2.4 (indices), 2.6.1 (sorting)
Return Type: Text
Returneth all the indices of a list variable, optionally ordered by their values.
To sort the indices, all objects within the list must be comparable;
Otherwise, this expression shall merely return the unsorted indices.

Examples:

set {l::*} to "some", "cool" and "values"
broadcast "%indices of {l::*}%" # result is 1, 2 and 3", "
set {_leader-board::first} to 17
set {_leader-board::third} to 30
set {_leader-board::second} to 25
set {_leader-board::fourth} to 42
set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order
broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth
set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order
broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first

Infinity

🔗

Expression

Patterns:
  • positive (infinity|∞) [value]
  • ∞ [value]
  • infinity value
  • value of [positive] (infinity|∞)
Since: 2.2-dev32d
Return Type: double
A number representing positive infinity.

Examples:

if {_number} is infinity:

Inscription

🔗

Expression

Patterns:
Since: 2.1
Return Type: Text
The lore inscribed upon an item.

Examples:

set the 1st line of the item's lore to "&lt;orange&gt;Excalibur Reforged"

Inscription Of

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
Returneth or altereth the inscription of displays.
Pray note that presently thou mayest only employ Skript chat codes when running Paper.

Examples:

set inscription of the last spawned text display to "example"

Inscription Upon the Sign

🔗

Expression

Patterns:
  • [the] line %number% [of %block%]
  • [the] (1st|first|2nd|second|3rd|third|4th|fourth) line [of %block%]
Since: 1.3
Return Type: Text
A line of text upon a sign. It may be changed, yet remember well that there existeth a limit of 16 characters per line (including colour codes that consume 2 characters each).

Examples:

on rightclick on sign:
    line 2 of the clicked block is "[Heal]":
        heal the player
    set line 3 to "%player%"

Instigator's Inventory

🔗

Expression

Patterns:
  • [the] [event-]initiator[( |-)inventory]
Since: 2.8.0
Return Type: Inventory
Returneth the initiator inventory in an on inventory item move event.

Examples:

on inventory item move:
    holder of event-initiator-inventory is a chest
    broadcast "Item transport transpiring at %location at holder of event-initiator-inventory%!"

Interaction Stature/Breadth

🔗

Expression

Patterns:
  • [the] interaction (stature|breadth)[s] [of %entities%]
  • %entities%'[s] interaction (stature|breadth)[s]
Since: 2.14
Return Type: Number
Returneth the stature or breadth of an interaction entity's bounding form. Both do default to 1. The breadth of the bounding form determineth the x/z measures.

Examples:

set interaction stature of last spawned interaction to 5.3

set interaction breadth of last spawned interaction to 2

Interpret

🔗

Expression

Patterns:
  • %text% interpreted as (%*type%|"<.*>")
Since: 2.0
Return Type: Object
Interpreteth text as a given type, or according to a given pattern.
This expression may be employed in two manners: One which interpreteth the entire text as a single instance of a type, e.g. as a number, and one that interpreteth the text according to a pattern.
If the given text could not be interpreted, this expression shall return nothing and the parse error shall be set if some intelligence is available.
Some notes upon interpreting with a pattern:
- The pattern must needs be a Skript pattern, e.g. percent signs are employed to define where to interpret which types, e.g. place a %number% or %items% in the pattern if thou expectest a number or sundry items there.
- Thou must needs save the expression's value in a list variable, e.g. set {parsed::*} to message interpreted as "...".
- The list variable shall contain the interpreted values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index shall be a list variable, e.g. the values shall be stored in {parsed::1::*}, not {parsed::1}.

Examples:

set {var} to line 1 interpreted as number

on chat:
    set {var::*} to message interpreted as "buying %items% for %money%"
    if parse error is set:
        message "%parse error%"
    else if {var::*} is set:
        cancel event
        remove {var::2} from the player's balance
        give {var::1::*} to the player

Interpretation Error

🔗

Expression

Patterns:
  • [the] [last] [parse] error
Since: 2.0
Return Type: Text
The error which caused the last interpretation to fail, which perchance may not be set if a pattern was employed and the pattern matched not the provided text at all.

Examples:

set {var} to line 1 interpreted as integer
if {var} is not set:
    parse error is set:
        message "<red>Line 1 is invalid: %last parse error%"
    else:
        message "<red>Prithee place an integer upon line 1!"

Inventory Action

🔗

Expression

Patterns:
  • [the] inventory action
Since: 2.2-dev16
Return Type: Inventory Action
The inventory action of an inventory event. Pray click upon the link for further knowledge.

Examples:

inventory action is pickup all

Inventory Closing Cause

🔗

Expression

Patterns:
  • [the] inventory clos(e|ing) (reason|cause)
Since: 2.8.0
Return Type: Inventory Close Reasons

Examples:

on inventory close:
    inventory closing reason is teleport
    send "Thine inventory was shut by virtue of teleportation!" to player

Inventory Keeper/Beholders/Rows/Chambers

🔗

Expression

Patterns:
  • (keeper[s]|beholders|[number of] rows|[number of] chambers) of %inventories%
  • %inventories%'[s] (keeper[s]|beholders|[number of] rows|[number of] chambers)
Since: 2.2-dev34, 2.5 (slots)
Return Type: Object
Fetcheth the number of rows/chambers, beholders and keeper of an inventory.

NOTE: The 'beholders' expression returneth a list of players viewing the inventory. Prithee note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open.

Examples:

event-inventory's number of rows

keeper of player's top inventory

{_inventory}'s beholders

Inventory Slot

🔗

Expression

Patterns:
Since: 2.2-dev24
Return Type: Slot
Representeth a slot within an inventory. It may be employed to alter the item therein as well.

Examples:

if slot 0 of player is air:
    set slot 0 of player to 2 stones
    remove 1 stone from slot 0 of player
    add 2 stones to slot 0 of player
    clear slot 1 of player

Item

🔗

Expression

Patterns:
  • [the] item
Since: unknown (before 2.1)
Return Type: Item
The item concerned in an event, e.g. in a drop, dispense, pickup, or craft occasion.

Examples:

on dispense:
    item is a clock
    set the time to 6:00

Item Component - Likeness

🔗

Expression

Patterns:
Since: 2.13
Requirements: Minecraft 1.21.2+
Return Type: Item Component
Procure a likeness of an item component from an item. Any alterations wrought upon the likeness shall not be manifest upon the original item.

Examples:

set {_component} to the item component likeness of (the equippable component of {_item})

Item Cooldown

🔗

Expression

Patterns:
Since: 2.8.0
2.12 (cooldown group)
Requirements: MC 1.21.2 (cooldown group)
Return Type: Timespan
Obtaineth the present cooldown of a provided item for a player. Should the provided item bear a cooldown group component, the cooldown of said group shall take precedence. Otherwise the cooldown of the item's material shall be employed.

Examples:

on right click using stick:
    set item cooldown of player's tool for player to 1 minute
    set item cooldown of stone and grass for all players to 20 seconds
    reset item cooldown of cobblestone and dirt for all players

Item Display Transmutation

🔗

Expression

Patterns:
  • [the] item [display] transform [of %displays%]
  • %displays%'[s] item [display] transform
Since: 2.10
Return Type: Item Display Transforms
Returns or changes the item display transform of item displays.

Examples:

set the item transform of the last spawned item display to first person left handed

set the item transform of the last spawned item display to no transform # Restore to default

Item Flags

🔗

Expression

Patterns:
Since: 2.10
Return Type: Item Flag
The item flags of an item. May be altered at thy discretion.

Examples:

set item flags of player's tool to hide enchants and hide attributes

add hide potion effects to item flags of player's held item

remove hide enchants from item flags of {legendary sword}

Item Quantity

🔗

Expression

Patterns:
Since: 2.2-dev24
Return Type: long
The quantity of an item stack.

Examples:

send "Thou dost possess %item amount of player's tool% %player's tool% within thine hand!" to player

Item with Item Banners

🔗

Expression

Patterns:
Since: 2.10, 2.11 (all itemflags)
Return Type: Item Type
Createth a new item adorned with the specified item banners.

Examples:

give player diamond sword with item banners hide enchants and hide attributes

set {_item} to player's tool with item banner hide additional tooltip

give player torch with hide placed on item banner

set {_item} to diamond sword with all item banners

Keyed

🔗

Expression

Patterns:
Since: 2.12
Return Type: Object
This expression doth explicitly convey the keys of an expression alongside its values.
For instance, when setting a list variable or passing an expression unto a function.

Examples:

set {_first::foo} to "value1"
set {_first::bar} to "value2"
set {_second::*} to keyed {_first::*}
# {_second::foo} is "value1" and {_second::bar} is "value2"

function indices(objects: objects) returns strings:
    return indices of {_objects::*}

on load:
    set {_list::foo} to "value1"
    set {_list::bar} to "value2"
    set {_list::baz} to "value3"

    broadcast indices({_list::*}) # "1", "2", "3"
    broadcast indices(keyed {_list::*}) # "foo", "bar", "baz"

function plusOne(numbers: numbers) returns numbers:
    loop {_numbers::*}:
        set {_numbers::%loop-index%} to loop-value + 1
    return {_numbers::*}

on load:
    set {_numbers::foo} to 1
    set {_numbers::bar} to 2
    set {_numbers::baz} to 3

    set {_result::*} to keyed plusOne(keyed {_numbers::*})
    # {_result::foo} is 2, {_result::bar} is 3, {_result::baz} is 4

Kind Of

🔗

Expression

Patterns:
Since: 1.4, 2.5.2 (potion effect), 2.7 (block datas), 2.10 (enchantment type)
Return Type: Object
The kind of a block, item, entity, inventory, potion effect, or enchantment type.
Kinds of items, blocks, and block datas art item types akin unto them, yet bearing amounts
of one, no display names, and upon Minecraft 1.13 and newer editions, remaining undamaged.
Kinds of entities and inventories art entity types and inventory types known unto Skript.
Kinds of potion effects art potion effect types.
Kinds of enchantment types art enchantments.

Examples:

on rightclick on an entity:
    message "This be a %kind of clicked entity%!"

Laden Plugins

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] [loaded] plugins
Since: 2.7
Return Type: Text
An expression to procure a list of the names of the server's laden plugins.

Examples:

if the loaded plugins contains "Vault":
    broadcast "This server doth employ the Vault plugin!"

send "Plugins (%size of loaded plugins%): %plugins%" to player

Last Assailant

🔗

Expression

Patterns:
  • [the] last assailant of %entity%
  • %entity%'[s] last assailant
Since: 2.5.1
Return Type: Entity
The last block or entity that did strike upon an entity.

Examples:

send "%last assailant of event-entity%"

Last Demise Location

🔗

Expression

Patterns:
Since: 2.10
Return Type: Location
Obtaineth the last demise location of a player, or offline player, if such knowledge be available.
It may also be set, reset, and deleted if the player doth presently walk the server.

Examples:

set {_loc} to the last demise location of player

teleport player to last demise location of (random element out of all players)

Last Ensnared Errors

🔗

Expression

Patterns:
  • [the] last ensnared [run[ ]time] errors
Since: 2.12
Return Type: Text
Obtaineth the last ensnared runtime errors from a 'catch runtime errors' section.

Examples:

catch runtime errors:
    set worldborder center of {_border} to location(0, 0, NaN value)
if last ensnared runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)

Last Interacting Soul

🔗

Expression

Patterns:
  • [the] last player[s] to (attack|interact with|click [on]) %entities%
  • [the] last player[s] (who|that) (attacked|interacted with|clicked [on]) %entities%
Since: 2.14
Return Type: Offline Player
Returneth the last player to assail (strike with left hand), or engage (gesture with right hand) an interaction entity. Should 'click on' or 'clicked on' be employed, this shall yield the last player to either assail or engage the entity, whichever transpired most recently.

Examples:

kill the last player that attacked the last spawned interaction

feed the last player who interacted with {_i}

Last Intercourse Date

🔗

Expression

Patterns:
  • [the] last (date|time)[s] [that|when] %entities% (were|was) (attacked|interacted with|clicked [on])
Since: 2.14
Return Type: Date
Returneth the date of the last assault (a strike of the left hand), or engagement (a gesture of the right hand) upon an interaction entity. Employing 'clicked on' shall yield the most recent of either assault or engagement.

Examples:

if the last time {_interaction} was clicked < 5 seconds ago

Last Laden Server Icon

🔗

Expression

Patterns:
  • [the] [last[ly]] laden server icon
Since: 2.3
Return Type: Server Icon
Returneth the last laden server icon conjured by the load server icon effect.

Examples:

set {server-icon} to the last laden server icon

Last Resource Pack Reply

🔗

Expression

Patterns:
  • [the] [last] resource pack reply[s] of %players%
  • %players%'[s] [last] resource pack reply[s]
Since: 2.4
Return Type: Resource Pack State
Returneth the last resource pack reply received from a player.

Examples:

if player's last resource pack reply is deny or download fail:

Last Summoned Entity

🔗

Expression

Patterns:
  • [the] [last[ly]] (summoned|loosed) %*entity type%
  • [the] [last[ly]] let fall (item)
  • [the] [last[ly]] (conjured|struck) (lightning)
  • [the] [last[ly]] (launched|deployed) (firework)
Since: 1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework)
Return Type: Entity
Holdeth the entity that was most recently summoned by the spawn effect (section), let fall by the drop effect, loosed by the shoot effect, or conjured by the lightning effect.Pray note that even though thou canst summon multiple creatures at once (e.g. with 'spawn 5 creepers'), only the last summoned creature is preserved and may be used.Shouldst thou summon an entity, loose a projectile, and let fall an item, thou canst however access all of them together.

Examples:

spawn a priest
set {healer::%summoned priest%} to true

shoot an arrow from the last summoned entity
ignite the loosed projectile

drop a diamond sword
push last let fall item upwards

teleport player to last struck lightning

delete last launched firework

Last Wound

🔗

Expression

Patterns:
Since: 2.5.1
Return Type: Number
The last wound that was dealt unto an entity. Mark well that altering it doth not deal more nor less harm.

Examples:

set last wound of event-entity to 2

Last Wound's Cause

🔗

Expression

Patterns:
Since: 2.2-Fixes-V10
Return Type: Damage Cause
The cause of the last wound dealt unto an entity.

Examples:

set last wound cause of event-entity to fire tick

Last/First Arrival

🔗

Expression

Patterns:
Since: 2.5
Return Type: Date
When a player did last or first arrive upon the server. 'last arrival' doth require Paper to obtain the true last arrival, else it shall report the last time they were seen upon the server.

Examples:

command /onlinefor:
    trigger:
        send "Thou hast been present for %difference between player's last arrival and now%."
        send "Thou first graced this server %difference between player's first arrival and now% ago."

Lettering of Text

🔗

Expression

Patterns:
  • %texts% in (upper|lower)[ ]case
  • (upper|lower)[ ]case %texts%
  • capitali(s|z)ed %texts%
  • %texts% in [(lenient|strict) ](proper|title)[ ]case
  • [(lenient|strict) ](proper|title)[ ]case %texts%
  • %texts% in [(lenient|strict) ]camel[ ]case
  • [(lenient|strict) ]camel[ ]case %texts%
  • %texts% in [(lenient|strict) ]pascal[ ]case
  • [(lenient|strict) ]pascal[ ]case %texts%
  • %texts% in [(lower|upper|capital|screaming)[ ]]snake[ ]case
  • [(lower|upper|capital|screaming)[ ]]snake[ ]case %texts%
  • %texts% in [(lower|upper|capital)[ ]]kebab[ ]case
  • [(lower|upper|capital)[ ]]kebab[ ]case %texts%
Since: 2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases)
Return Type: Text
A rendition of the given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, or Kebab-Case.

Examples:

"Oops!" in lowercase # oops!

"oops!" in uppercase # OOPS!

"hellO i'm steve!" in proper case # HellO I'm Steve!

"hellO i'm steve!" in strict proper case # Hello I'm Steve!

"spAwn neW boSs ()" in camel case # spAwnNeWBoSs()

"spAwn neW boSs ()" in strict camel case # spawnNewBoss()

"geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer()

"geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber()

"Hello Player!" in snake case # Hello_Player!

"Hello Player!" in lower snake case # hello_player!

"Hello Player!" in upper snake case # HELLO_PLAYER!

"What is your name?" in kebab case # What-is-your-name?

"What is your name?" in lower kebab case # what-is-your-name?

"What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME?

Level of the Sea

🔗

Expression

Patterns:
Since: 2.5.1
Return Type: long
Obtaineth the sea level of a world.

Examples:

send "The sea level in your world is %sea level in player's world%"

Locale Bearing Yaw and Pitch

🔗

Expression

Patterns:
Since: INSERT VERSION
Return Type: Location
Returneth the given locations bearing the specified yaw and/or pitch.

Examples:

set {_location} to player's location bearing yaw 0 and pitch 0

Locale of Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Location
Returneth the locale of plunder from a loot context.

Examples:

set {_player} to player
set {_context} to a plunder context at player:
    if {_player} is in "world_nether":
        set plundering locale to location of last spawned pig
send plundering locale of {_context} to player

Loop Tally

🔗

Expression

Patterns:
  • [the] loop(-| )(tally|iteration)[-%*number%]
Since: 2.8.0
Return Type: long
Returneth the loop's present iteration tally (for both ordinary and while loops).

Examples:

while player is online:
    give player 1 stone
    wait 5 ticks
    if loop-tally > 30:
        stop loop

loop {top-balances::*}:
    if loop-iteration <= 10:
        broadcast "#%loop-iteration% %loop-index% hath $%loop-value%"

Loop'd Value

🔗

Expression

Patterns:
  • [the] [current] loop-<.+>
  • [the] next loop-<.+>
  • [the] previous loop-<.+>
Since: 1.0, 2.8.0 (loop-counter), 2.10 (previous, next)
Return Type: Object
Returneth the foregoing, present, or ensuing looped value.

Examples:

# Countdown
loop 10 times:
    message "%11 - loop-number%"
    wait a second

# Generate a 10x10 floor made of randomly coloured wool beneath the player
loop blocks from the block below the player to the block 10 east of the block below the player:
    loop blocks from the loop-block to the block 10 north of the loop-block:
        set loop-block-2 to any wool

loop {top-balances::*}:
    loop-iteration <= 10
    send "#%loop-iteration% %loop-index% hath $%loop-value%"

loop shuffled (integers between 0 and 8):
    if all:
        previous loop-value = 1
        loop-value = 4
        next loop-value = 8
    then:
         kill all players

Lowest/Highest Firmament Block

🔗

Expression

Patterns:
  • [the] (highest|lowest) [solid] block (at|of) %locations%
  • %locations%'[s] (highest|lowest) [solid] block
Since: 2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option)
Return Type: Block
An expression to obtain the lowest or highest solid (impassable) block at a given locale.
Pray note that the y-coordinate of the location is not regarded in this expression.

Examples:

teleport the player to the block above the highest block at the player

set the highest solid block at the player's location to the lowest solid block at the player's location

Luminance Level

🔗

Expression

Patterns:
Since: 1.3.4
Return Type: byte
Obtaineth the luminance level at a certain location, which rangeth from 0 to 15.
It may be divided into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, and the like). The total luminance of a block is the greater of the two different light types.

Examples:

# set vampire players standing in bright sunlight on fire
every 5 seconds:
    loop all players:
        {vampire::%uuid of loop-player%} is true
        sun luminance level at the loop-player is greater than 10
        ignite the loop-player for 5 seconds

Lunar Countenance

🔗

Expression

Patterns:
  • [the] (lunar|moon) phase[s] of %worlds%
  • %worlds%'[s] (lunar|moon) phase[s]
Since: 2.7
Return Type: Moon Phase
The present phase of the moon within a world.

Examples:

if moon phase of player's world is full moon:
    send "Beware the wolves upon this night!"

Manner of Play

🔗

Expression

Patterns:
  • [the] manner[ ]of[ ]play of %players%
  • %players%'[s] manner[ ]of[ ]play
Since: 1.0
Return Type: Game Mode
The manner of play of a player. (Gamemodes)

Examples:

player's manner of play is survival

set the player's manner of play to creative

Master of the Skull

🔗

Expression

Patterns:
Since: 2.9.0, 2.10 (of items)
Return Type: Offline Player
The owner of a player skull—the soul to whom the head doth belong.

Examples:

set {_owner} to the skull owner of event-block

set skull owner of {_block} to "Njol" parsed as offlineplayer

set head owner of player's tool to {_player}

Maturity of Block/Entity

🔗

Expression

Patterns:
Since: 2.7
Return Type: integer
Returneth the maturity or greatest maturity of blocks, and maturity for entities (there be no greatest maturity for entities).
For blocks, 'Maturity' doth represent the sundry stages of growth through which a crop-like block may pass.A value of 0 doth indicate the crop was freshly sown, whilst a value equal to 'maximum maturity' doth indicate the crop is ripe and ready for the harvest.
For entities, 'Maturity' doth represent the time remaining ere they become full-grown, and it be in the negative, ascending to 0 which doth signify adulthood,e.g. A calf doth require 20 minutes to become a bull, which equateth to 24,000 ticks, so its maturity shall be -24000 upon spawning.

Examples:

# Set targeted crop to fully grown crop
set maturity of targeted block to maximum maturity of targeted block

# Spawn a baby cow that will only need 1 minute to become an adult
spawn a baby cow at player
set maturity of last spawned entity to -1200 # in ticks = 60 seconds

Maximum Double Value

🔗

Expression

Patterns:
  • [the] max[imum] double value
Since: 2.13
Return Type: double
A number representing the maximum value of a double number type.

Examples:

if {_number} >= maximum double value:

Maximum Float Value

🔗

Expression

Patterns:
  • [the] max[imum] float value
Since: 2.13
Return Type: float
A number representing the maximum value of a float number type.

Examples:

if {_number} >= maximum float value:

Maximum Integer Value

🔗

Expression

Patterns:
  • [the] max[imum] integer value
Since: 2.13
Return Type: integer
A number representing the maximum value of an integer number type.

Examples:

if {_number} >= maximum integer value:

Maximum Long Value

🔗

Expression

Patterns:
  • [the] max[imum] long value
Since: 2.13
Return Type: long
A number representing the maximum value of a long number type.

Examples:

if {_number} >= maximum long value:

Measure of Text

🔗

Expression

Patterns:
Since: 2.1
Return Type: long
The measure of a text, in number of characters therein.

Examples:

set {_l} to measure of the string argument

Mending Amount

🔗

Expression

Patterns:
  • [the] mend[ing] amount
Since: 2.5.1
Return Type: double
The measure of health restored in a heal event.

Examples:

on player healing:
    increase the mending amount by 2
    remove 0.5 from the mending amount

Mending Reason

🔗

Expression

Patterns:
  • [the] (restoration|health regain|mend[ing]) (reason|cause)
Since: 2.5
Return Type: Heal Reason

Examples:

on heal:
    mending reason is satiated
    send "Thou hast supped enough and regained thy full vigour!"

Mending Restoration Amount

🔗

Expression

Patterns:
  • [the] [mending] restoration amount
Since: 2.5.1
Return Type: long
The number of durability points an item is to be restored in a mending event.
Altering the restoration amount shall affect how much experience is bestowed upon the player after mending.

Examples:

on item mend:
    set the mending restoration amount to 100

Midpoint Betwixt

🔗

Expression

Patterns:
Since: 2.13
Return Type: Object
Obtain the midpoint betwixt two vectors or two locations within the selfsame world.

Examples:

set {_center} to the midpoint betwixt location(0, 0, 0) and location(10, 10, 10)
set {_centerBlock} to the block at {_center}

set {_midpoint} to the mid-point betwixt vector(20, 10, 5) and vector(3, 6, 9)

Mine Own Self

🔗

Expression

Patterns:
  • me
  • mine[self]
Since: 2.1.1
Return Type: Player
A 'me' expression that may be employed solely within players' effect commands.

Examples:

!heal me

!kick mineself

!give a diamond axe to me

Minecart Derailed / Airborne Velocity

🔗

Expression

Patterns:
  • [the] [minecart] (derailed|airborne) velocity of %entities%
  • %entities%'[s] [minecart] (derailed|airborne) velocity
Since: 2.5.1
Return Type: Vector
The velocity of a minecart upon the instant it hath been derailed or upon the instant it taketh flight.

Examples:

on right click on minecart:
    set derailed velocity of event-entity to vector 2, 10, 2

Minimum Double Value

🔗

Expression

Patterns:
  • [the] min[imum] double value
Since: 2.13
Return Type: double
A number representing the minimum value of a double number type.

Examples:

if {_number} <= minimum double value:

Minimum Float Value

🔗

Expression

Patterns:
  • [the] min[imum] float value
Since: 2.13
Return Type: float
A number representing the minimum value of a float number type.

Examples:

if {_number} <= minimum float value:

Minimum Integer Value

🔗

Expression

Patterns:
  • [the] min[imum] integer value
Since: 2.13
Return Type: integer
A number representing the minimum value of an integer number type.

Examples:

if {_number} <= minimum integer value:

Minimum Long Value

🔗

Expression

Patterns:
  • [the] min[imum] long value
Since: 2.13
Return Type: long
A number representing the minimum value of a long number type.

Examples:

if {_number} <= minimum long value:

Missive

🔗

Expression

Patterns:
  • [the] [chat( |-)]message
  • [the] (join|log[ ]in)( |-)message
  • [the] (quit|leave|log[ ]out|kick)( |-)message
  • [the] death( |-)message
  • [the] broadcast(-|[ed] )message
Since: 1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message), 2.10 (broadcasted message)
Return Type: Text
The (chat) missive of a chat event, the greeting of a join event, the farewell of a quit event,the death proclamation of a death event, or the heralded message in a broadcast event.This expression proveth most useful when altered.

Examples:

on chat:
    player has permission "admin"
    set message to "&c%message%"

on first join:
    set join message to "Welcome %player% to our most wondrous server!"

on join:
    player has played before
    set join message to "Welcome back, %player%!"

on quit:
    if {vanish::%player's uuid%} is set:
        clear quit message
    else:
        set quit message to "%player% hath departed this wondrous server!"

on death:
    set the death message to "%player% hath perished!"

on broadcast:
    set broadcast message to "&a[PROCLAMATION] %broadcast message%"

Moisture

🔗

Expression

Patterns:
  • [the] moisture[(s)] of %blocks%
  • %blocks%'[s] moisture[(s)]
Since: 2.2-dev35
Return Type: Number
The moisture of given blocks.

Examples:

set {_humidity} to event-block's moisture

Most Proximate Entity

🔗

Expression

Patterns:
Since: 2.7
Return Type: Entity
Obtaineth the entity most proximate unto a location or another entity.

Examples:

kill the nearest pig and cow relative to player

teleport player to the nearest cow relative to player

teleport player to the nearest entity relative to player

on click:
    kill nearest pig

NaN

🔗

Expression

Patterns:
  • NaN [value]
  • value of NaN
Since: 2.2-dev32d
Return Type: double
A number representing an undefined value. NaN occurs as a result of illegal math, like dividing 0 by 0.
NaN is deliberately not equal to any other number, including itself.

Examples:

if {_number} is not {_number}:

if isNaN({_number}) is true:

Name

🔗

Expression

Patterns:
Since: before 2.1
2.2-dev20 (inventory name)
2.4 (non-living entity support, changeable inventory name)
2.7 (worlds)
Return Type: Object
Represents the Minecraft account name of a player, or the custom name of an item, entity, block, inventory, gamerule, world, script or function.

Players: The Minecraft account name of the player. Can't be changed.

Entities: The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'.

Items: The custom name of the item (not the Minecraft locale name). Can be changed.

Inventories: The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers.

Gamerules: The name of the gamerule. Cannot be changed.

Worlds: The name of the world. Cannot be changed.

Scripts: The name of a script, excluding its file extension.

Examples:

on join:
    player has permission "name.red"
    set the player's display name to "&lt;red&gt;[admin] &lt;gold&gt;%name of player%"
set the name of the player's tool to "Legendary Sword of Awesomeness"

Nature of the Spawner

🔗

Expression

Patterns:
  • [the] (spawner|entity|creature) type[s] of %blocks%
  • %blocks%'[s] (spawner|entity|creature) type[s]
Since: 2.4, 2.9.2 (trial spawner), 2.12 (delete)
Requirements: Minecraft 1.20.0+ (delete)
Return Type: Entity Type
The entity type of a spawner (mob spawner). Alter the entity type, restore it (pig) or clear it (Minecraft 1.20.0+).

Examples:

on right click:
    if event-block is a spawner:
        send "The spawner's nature is %spawner type of event-block%" to player

set the creature type of {_spawner} to a trader llama

reset {_spawner}'s entity type # Pig

clear the spawner type of {_spawner} # Minecraft 1.20.0+

Negative Infinity

🔗

Expression

Patterns:
  • (-|minus |negative )(infinity|∞) [value]
  • value of (-|minus |negative )(infinity|∞)
Since: 2.2-dev32d
Return Type: double
A number representing negative infinity.

Examples:

if {_number} is -infinity:

New Line

🔗

Expression

Patterns:
  • nl
  • new[ ]line
  • line[ ]break
Since: 2.5
Return Type: Text
Returns a line break separator.

Examples:

send "Hello%nl%Goodbye!" to player

Newly Brewed Potion Effect

🔗

Expression

Patterns:
Since: 2.5.2
2.14 (syntax changes, infinite duration support)
Return Type: skriptpotioneffect
Conjure a new potion effect that may be bestowed upon an entity or item type.

Examples:

set {_potion} to a potion effect of speed 2 for 10 minutes:
    hide the effect's icon
    hide the effect's particles

add strength 5 to the potion effects of the player's tool

apply invisibility to the player for 5 minutes:
    hide the effect's particles

add a potion effect of speed 1 to the potion effects of the player

# conjures a potion effect with the properties of an existing potion effect
set {_potion} to a potion effect of slowness wrought from the player's speed effect

Newly Brewed Potion Effect

🔗

Expression

Patterns:
Since: 2.5.2
2.14 (syntax changes, infinite duration support)
Return Type: skriptpotioneffect
Conjure a new potion effect that may be bestowed upon an entity or item type.

Examples:

set {_potion} to a potion effect of speed 2 for 10 minutes:
    hide the effect's icon
    hide the effect's particles

add strength 5 to the potion effects of the player's tool

apply invisibility to the player for 5 minutes:
    hide the effect's particles

add a potion effect of speed 1 to the potion effects of the player

# conjures a potion effect with the properties of an existing potion effect
set {_potion} to a potion effect of slowness wrought from the player's speed effect

Nocked Arrow or Drawn Bow

🔗

Expression

Patterns:
  • [the] (readied|drawn|nocked) (shaft|bow)
Since: 2.8.0
Return Type: Item
The bow or arrow in a Ready Arrow event.

Examples:

on player ready arrow:
    drawn bow's name is "Spectral Bow"
    if nocked shaft is not a spectral arrow:
        cancel event

Number Of

🔗

Expression

Patterns:
Since: 1.0
2.13 (numbers of)
Return Type: Object
The number of something. Using 'number of {list::*}' will return the length of the list, so if you want the numbers of the things inside the lists, use 'numbers of {list::*}'.

Examples:

message "There are %number of all players% players online!"

Numbers

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] (numbers|integers|decimals) (betwixt|from) %number% (and|to) %number%
Since: 1.4.6 (integers & numbers), 2.5.1 (decimals)
Return Type: Number
All numbers betwixt two given numbers, most useful for looping.
Employ 'numbers' if thy start is not an integer and thou wouldst keep the fractional part of the start number constant, or employ 'integers' if thou desirest only to loop integers.
Thou mayest also employ 'decimals' if thou wouldst use the decimal precision of the start number.
Thou mayest wish to employ the 'times' expression instead, for instance 'loop 5 times:'

Examples:

loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5

loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5

loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4

Offering

🔗

Expression

Patterns:
  • offering
  • %*type% offering
  • offering index
Since: 2.2-dev36, 2.9.0 (input index)
Return Type: Object
Representeth the offering in a filter expression or sort effect.
For example, shouldst thou run 'broadcast "something" and "something else" where [offering is "something"]
the condition would be tested twice, employing "something" and "something else" as the offerings.
The 'offering index' pattern may be used when acting upon a variable to access the index of the offering.

Examples:

send "congrats on being staff!" to all players where [offering has permission "staff"]

sort {_list::*} based on length of offering index

On-screen Banishment Message

🔗

Expression

Patterns:
  • [the] on-screen banishment message
Since: 2.12
Return Type: Text
The banishment message that is displayed upon the screen when a player is expelled from the server.

Examples:

on kick:
    on-screen banishment message is "Invalid hotbar selection (Hacking?)"
    cancel event

Online Player Count

🔗

Expression

Patterns:
  • [the] [((true|default)|(false|shown|displayed))] [online] player (count|amount|number)
  • [the] [((true|default)|(false|shown|displayed))] (count|amount|number|size) of online players
Since: 2.3
Return Type: long
The tally of players presently online. This may be altered in a server list ping event only, so as to display a false count of online souls.
true online player count shall always return the veridical count of online players and cannot be altered.

Examples:

on server list ping:
    # This shall render the max players count 5 if there be 4 players online.
    set the false max players count to (online player count + 1)

Pages of the Tome

🔗

Expression

Patterns:
Since: 2.2-dev31, 2.7 (changers)
Return Type: Text
The pages of a book (Supporteth Skript's chat format)
Note: In order to modify the pages of a newly writ book, thou must have the title and author
of the book set. Skript shall do this for thee, but if thou desirest thine own, pray set those values.

Examples:

on book sign:
    message "Book Pages: %pages of event-item%"
    message "Book Page 1: %page 1 of event-item%"

set page 1 of player's held item to "Book writing"

Panda Lineage

🔗

Expression

Patterns:
Since: 2.11
Return Type: Gene
The main or hidden lineage of a panda, revealing its inborn nature.

Examples:

if the main lineage of last spawned panda is lazy:
    set the main lineage of last spawned panda to playful

Particle Bearing Offset, Distribution, or Velocity

🔗

Expression

Patterns:
Since: 2.14
Return Type: Particle
Applieth a particular offset unto a particle. Offsets art treated as distributions if particle count be greater than 0. Offsets art treated as velocity or some other special behaviour if particle count be 0. Setting distribution or velocity by this method may alter the particle count to 1 or 0 respectively.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

render an electric spark particle bearing a velocity of vector(1,2,3) at player

render 12 red dust particles bearing a distribution of vector(1,2,1) at player's head location

Particle Bearing Swiftness / Extra Value

🔗

Expression

Patterns:
  • %particles% bearing ([a] particle swiftness [value]|[an] extra value) [of] %number%
Since: 2.14
Return Type: Particle
Applieth a particular 'swiftness' or 'extra' value unto a particle. This value is employed in divers ways depending upon the particle, but in general it: * acteth as the swiftness at which the particle moveth if the particle count be greater than 0. * acteth as a multiplier to the particle's offset if the particle count be 0.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

render an electric spark particle bearing a particle swiftness of 0 at player

render 12 red dust particles bearing an extra value of 0.4 at player's head location

Particle Count

🔗

Expression

Patterns:
Since: 2.14
Return Type: Number
Setteth how many particles to render. Particle count doth bear influence upon how the 'offset' and 'extra' values of a particle apply. Offsets art treated as distributions if particle count be greater than 0. Offsets art treated as velocity or some other special behaviour if particle count be 0.

This doth mean that setting the particle count may alter how thy particle behaveth. Take heed!

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

render 7 blue dust particles at player

Particle Distribution

🔗

Expression

Patterns:
Since: 2.14
Return Type: Vector
Determineth the normal distribution within which particles may be rendered. The distribution is defined by a vector of x, y, and z standard deviations.

Particles shall be randomly drawn according to these values, clustering towards the centre. 68% of particles shall fall within 1 standard deviation, 95% within 2, and 99.7% within three. The region wherein the particles shall spawn may be roughly estimated as being within 2 times the standard deviation upon each axis.

For example, a distribution of 1, 2, and 1 would spawn particles within roughly 2 blocks upon the x and z axes, and within 4 blocks upon the y axis.

Pray note that distributions take effect only if the particle count be greater than 0! Particles with counts of 0 possess no distributions. If the particle count be 0, the offset is treated differently depending upon the particle.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

set the particle distribution of {_my-particle} to vector(1, 2, 1)

Particle Offset

🔗

Expression

Patterns:
Since: 2.14
Return Type: Vector
Determineth the offset value for a particle. Offsets art treated as distributions if particle count be greater than 0. Offsets art treated as velocity or some other special behaviour if particle count be 0. Setting distribution or velocity by this method may alter the particle count to 1 or 0 respectively.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

set the particle offset of {_my-particle} to vector(1, 2, 1)

Particle Swiftness / Extra Value

🔗

Expression

Patterns:
  • [the] (particle swiftness [value]|extra value) of %particles%
  • %particles%'[s] (particle swiftness [value]|extra value)
Since: 2.14
Return Type: Number
Determineth the particular 'swiftness' or 'extra' value of a particle. This value is employed in divers ways depending upon the particle, but in general it: * acteth as the swiftness at which the particle moveth if the particle count be greater than 0. * acteth as a multiplier to the particle's offset if the particle count be 0.

More detailed intelligence on particle behaviour may be found at Paper's particle documentation.

Examples:

set the extra value of {_my-flame-particle} to 2

set the particle swiftness of {_my-flame-particle} to 0

Particles Furnished with Data

🔗

Expression

Patterns:
Since: 2.14
Return Type: Particle
Fashioneth particles that do require some further intelligence, such as colours, locations, or block data. Particles not present herein require no data and may be found within the Particle type. Data requirements do vary from version to version, thus these documents art only accurate for the most recent Minecraft version at the time of release. For example, betwixt 1.21.8 and 1.21.9, the 'flash' particle became colourable and now requireth a colour datum.

Examples:

set {blood-effect} to a red dust particle of size 1

render 3 blue trail particles moving to player's target over 3 seconds at player

Particulars of a Span of Time

🔗

Expression

Patterns:
  • [the] ((tick|second|minute|hour|day|week|month|year))s of %time spans%
  • %time spans%'[s] ((tick|second|minute|hour|day|week|month|year))s
Since: 2.9.0
Return Type: long
Retrieve specific particulars of a timespan, such as hours, minutes, and the like.

Examples:

set {_t} to difference between now and {Payouts::players::%uuid of player%::last-date}

send "It hath been %days of {_t}% day(s) since the last disbursement."

Pi

🔗

Expression

Patterns:
  • (pi|π)
Since: 2.7
Return Type: double
Returns the mathematical constant pi. (approx. 3.1415926535)

Examples:

set {_tau} to pi * 2

Ping

🔗

Expression

Patterns:
Since: 2.2-dev36
Return Type: long
The latency of players, as the Minecraft server doth reckon them. Pray note they shall almost certainly differ from those obtained by ICMP echo requests. This expression is supported only upon certain server software (PaperSpigot).

Examples:

command /ping <player=%player%>:
    trigger:
        send "%arg-1%'s ping is %arg-1's ping%"

Player Chat Completions

🔗

Expression

Patterns:
  • [the] [custom] chat completion[s] of %players%
  • %players%'[s] [custom] chat completion[s]
Since: 2.10
Requirements: Spigot 1.19+
Return Type: Text
The custom chat completion suggestions. Thou mayest add, set, remove, and clear them. Removing the names of players presently online with this expression proveth ineffectual.
This expression shall return naught, owing to Bukkit's limitations.

Examples:

add "Skript" and "Njol" to chat completions of all players

remove "text" from {_p}'s chat completions

clear player's chat completions

Player Input Keys

🔗

Expression

Patterns:
  • [the] [present] (inputs|input keys) of %players%
  • %players%'[s] [present] (inputs|input keys)
Since: 2.10
Requirements: Minecraft 1.21.2+
Return Type: Input Key
Obtain the present input keys of a player.

Examples:

broadcast "%player% doth press %present input keys of player%"

Player Protocol Version

🔗

Expression

Patterns:
Since: 2.6.2
Return Type: integer
The player's protocol version. For further knowledge and a catalogue of protocol versions, pray visit wiki.vg.

Examples:

command /protocolversion <player>:
    trigger:
        send "Protocol version of %arg-1%: %protocol version of arg-1%"

Player Roster Header and Footer

🔗

Expression

Patterns:
  • [the] (player|tab)[ ]list (header|footer) [(text|message)] of %players%
  • %players%'[s] (player|tab)[ ]list (header|footer) [(text|message)]
Since: 2.4
Requirements: Minecraft 1.13 or newer
Return Type: Text
The inscription displayed above and below the player roster within the tab menu.

Examples:

set all players' tab list header to "Welcome to the Server!"

send "%the player's tab list header%" to player

reset all players' tab list header

Players Upon the Roster

🔗

Expression

Patterns:
  • [the] (roster[ed]|listed) players [of %players%]
  • %players%'[s] (roster[ed]|listed) players
Since: 2.13
Return Type: Player
The players displayed upon the tab rosters of the specified players.
`delete` shall remove all online players from the roster.
`reset` shall restore the roster to its default state, rendering all players visible once more.

Examples:

rostered players of player

Plunder Context

🔗

Expression

Patterns:
  • [the] plunder[ ]context
Since: 2.10
Return Type: Loot Context
The plunder context involved in the context creation section.

Examples:

set {_context} to a new plunder context at {_location}:
    broadcast plunder context

Plundered Entity of Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Entity
Returneth the plundered entity of a loot context.

Examples:

set {_entity} to plundered entity of {_context}

set {_context} to a plunder context at player:
    set looting luck value to 10
    set looter to player
    set plundered entity to last spawned pig

Plunderer of Plunder Context

🔗

Expression

Patterns:
Since: 2.10
Return Type: Player
Returneth the plunderer of a loot context.Mark well that setting the plunderer shall read their tool enchantments (e.g. looting) when bringing forth spoils.

Examples:

set {_killer} to plunderer of {_context}

set {_context} to a plunder context at player:
    set looting luck value to 10
    set plunderer to player
    set plundered entity to last spawned pig

Portal

🔗

Expression

Patterns:
  • [the] portal['s] blocks
  • [the] blocks of [the] portal
Since: 2.4
Return Type: Block
The blocks bound unto a portal within the portal creation event.

Examples:

on portal creation:
    loop portal blocks:
        broadcast "%loop-block% doth form part of a portal!"

Portal Cooldown

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Timespan
The measure of time ere an entity may again traverse a portal. By default, 'tis 15 seconds after departing a nether portal or end gateway.
Players in survival or adventure receive a cooldown of half a second, whilst those in creative receive none at all.
Resetting shall restore the cooldown to the default 15 seconds for non-player entities and half a second for players.

Examples:

on portal:
    wait 1 tick
    set portal cooldown of event-entity to 5 seconds

Portion Of

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Number
Returneth a percentage of one or more numbers.

Examples:

set damage to 10% of victim's health

set damage to 125 percent of damage

set {_result} to {_percent} percent of 999

set {_result::*} to 10% of {_numbers::*}

set experience to 50% of player's total experience

Potion Effect - Amplifier

🔗

Expression

Patterns:
  • [the] ([potion] amplifier|potion tier|potion potency)[s] [of %skriptpotioneffects%]
  • %skriptpotioneffects%'[s] ([potion] amplifier|potion tier|potion potency)[s]
Since: 2.7
2.14 (support for potion effect objects, changing)
Return Type: integer
An expression to obtain the amplifier, or potency, of a potion effect.

Examples:

set the amplifier of {_potion} to 10

add 10 to the amplifier of the player's speed effect

Potion Effect - Duration

🔗

Expression

Patterns:
  • [the] ([potion] duration|potion endurance)[s] [of %skriptpotioneffects%]
  • %skriptpotioneffects%'[s] ([potion] duration|potion endurance)[s]
Since: 2.14
Return Type: Timespan
An expression to obtain the duration of a potion effect's tenure.

Examples:

set the duration of {_potion} to 10 seconds

add 10 seconds to the duration of the player's speed effect

Potion Effect Type Designation

🔗

Expression

Patterns:
Since: 2.14
Requirements: Minecraft 1.21+
Return Type: Potion Effect Type Category
An expression to obtain the category of a potion effect type.
That is to say, whether the potion effect type be beneficial, harmful, or of neutral disposition.

Examples:

on entity potion effect alteration:
    if the potion effect type category is harmful:
         message "Thou hast been afflicted with %potion effect type%"

Potion Effect of Entity or Artefact

🔗

Expression

Patterns:
Since: 2.14
Requirements: Paper 1.20.4+ for hidden effects
Return Type: skriptpotioneffect
An expression to obtain a particular potion effect type borne by an entity or item.
When an entity is afflicted by a potion effect yet already possesseth a weaker form of that same type, the lesser version becometh hidden.Should the weaker version endure longer, it doth return once the mightier version hath expired.
NOTE: Hidden effects may not be altered.

Examples:

set {_effect} to the player's active speed effect

add 10 seconds to the player's slowness effect

clear the player's hidden strength effects

reset the player's weakness effects

delete the player's active jump boost effect

Potion Effects of Entity or Artefact

🔗

Expression

Patterns:
Since: 2.5.2, 2.14 (active/hidden support, more change modes)
Requirements: Paper 1.20.4+ for hidden effects
Return Type: skriptpotioneffect
An expression to obtain the active or hidden potion effects borne by an entity or item.
When an entity is afflicted by a potion effect yet already possesseth a weaker form of that same type, the lesser version becometh hidden.Should the weaker version endure longer, it doth return once the mightier version hath expired.
NOTE: Hidden effects may not be altered.
NOTE: Clearing the base potion effects of a potion item is not possible. Shouldst thou desire such, merely set the item to a water bottle.

Examples:

set {_effects::*} to the active potion effects of the player

clear the player's hidden potion effects

add the potion effects of the player to the potion effects of the player's tool

reset the potion effects of the player's tool

remove speed and night vision from the potion effects of the player

Presently Opened Inventory

🔗

Expression

Patterns:
  • [the] (current|open|top) inventory [of %players%]
  • %players%'[s] (current|open|top) inventory
Since: 2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events)
Return Type: Inventory
Returneth the inventory presently opened by a player.
If no inventory standeth open, it returneth the player's own crafting inventory.

Examples:

set slot 1 of player's current inventory to diamond sword

Proclamation of the Day

🔗

Expression

Patterns:
  • [the] [(default)|(shown|displayed)] (MOTD|proclamation of [the] day)
Since: 2.3
Return Type: Text
The proclamation of the day displayed within the server list.This may be altered within a server list ping event alone.
'default MOTD' returneth the default proclamation evermore and cannot be changed.

Examples:

on server list ping:
    set the proclamation of the day to "Come hither and join!"

Projectile Critical State

🔗

Expression

Patterns:
  • [the] (projectile|arrow) critical (state|ability|mode) of %projectiles%
  • %projectiles%'[s] (projectile|arrow) critical (state|ability|mode)
Since: 2.5.1
Return Type: Boolean
A projectile's critical state. The only projectiles presently accepted are arrows and tridents.

Examples:

on shoot:
    event-projectile is an arrow
    set projectile critical mode of event-projectile to true

Projectile Force

🔗

Expression

Patterns:
  • [the] projectile force
Since: 2.11
Return Type: float
Returneth the vigour with which a projectile was loosed within an entity shoot bow event.

Examples:

on entity shoot projectile:
    set the velocity of shooter to vector(0,1,0) * projectile force

Protocol Version

🔗

Expression

Patterns:
  • [the] [server] [(sent|required|fake)] protocol version [number]
Since: 2.3
Return Type: long
The protocol version that shall be dispatched as the protocol version of the server in a server list ping event.For further knowledge and a catalogue of protocol versions, pray visit wiki.vg.
If this protocol version doth not accord with the protocol version of the client, the client shall behold the version string.
Yet pray note that this expression hath no visible effect upon the version string.For example, if the server employeth PaperSpigot 1.12.2 and thou dost set the protocol version to 107 (1.9),
the version string shall not read "Paper 1.9"; it shall remain "Paper 1.12.2".
But then thou mayest customise the version string as thou dost wish.
Also, if the protocol version of the player exceedeth that of the server, it shall proclaim
"Server out of date!", and if the reverse, "Client out of date!" when one hovers upon the ping bars.

This may be set only within a server list ping event
(increase and decrease effects cannot be employed, for such would be without sense).

Examples:

on server list ping:
    set the version string to "<light green>Version: <orange>%minecraft version%"
    set the protocol version to 0 # 13w41a (1.7) - thus the player shall behold the custom version string nearly always

Quantity of Wares

🔗

Expression

Patterns:
Since: 2.0
Return Type: long
Doth reckon how many of a particular item type reside within a given inventory.

Examples:

message "Thou possessest %number of tag values of minecraft tag "diamond_ores" in the player's inventory% diamond ores within thy inventory."

Quarry

🔗

Expression

Patterns:
Since: 1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks, ray size)
Return Type: Entity
For players, this is the entity upon which the crosshair doth rest.
For mobs and experience orbs, this is the entity they pursue or assail (if any).
The 'ray size' and 'ignoring blocks' provisions are only valid for players' quarries.
The 'ray size' provision doth effectively enlarge the area about the crosshair wherein an entity may dwell. It accomplisheth this by expanding the bounding volumes of entities by the given measure. Display entities possess a bounding volume of naught, thus employing the 'ray size' provision can prove most helpful when targeting them.
May grasp entities dwelling in unloaded chunks.

Examples:

on entity target:
    if entity's quarry is a player:
        send "Thou art pursued by an %entity%!" to quarry of entity

reset quarry of entity # Renders the entity without a quarry

delete quarried entity of player # for players it shall delete the quarry

delete quarry of last spawned zombie # for entities it shall render them without quarry

Queue (Experimental)

🔗

Expression

Patterns:
  • [a] [new] queue [(of|with) %objects%]
Since: 2.10 (experimental)
Return Type: Queue
Requires the using queues experimental feature flag to be enabled.

Conjureth a new queue. A queue is an ordered procession of elements wherefrom things may be removed from the fore and appended to the rear.

Any value may be added to a queue. Adding a non-existent value (e.g. `{variable that isn't set}`) shall have no effect. This meaneth that removing an element from the queue shall always yield a value unless the queue be empty.

Requesting an element from a queue (e.g. `the 1st element of {queue}`) doth also remove it from the queue.

Examples:

set {queue} to a new queue
add "hello" and "there" to {queue}
broadcast the first element of {queue} # hello
broadcast the first element of {queue} # there
# queue is now empty

set {queue} to a new queue of "hello" and "there"
broadcast the last element of {queue} # removes 'there'
add "world" to {queue}
broadcast the first 2 elements of {queue} # removes 'hello', 'world'

Queue Start/End (Experimental)

🔗

Expression

Patterns:
  • [the] (start|end) of %queue%
  • %queue%'[s] (start|end)
Since: 2.10 (experimental)
Return Type: Object
Requires the using queues experimental feature flag to be enabled.

The first or last element within a queue. Requesting this doth not remove the element from the queue.

This is designed for use with the add changer: to append or remove elements from the start or the end of the queue.

Examples:

set {queue} to a new queue
add "hello" to {queue}
add "foo" to the start of {queue}
broadcast the first element of {queue} # foo
broadcast the first element of {queue} # hello
# queue is now empty

Random

🔗

Expression

Patterns:
Since: 1.4.9
Return Type: Object
Draweth by fortune a random item from a set, e.g. a random player from amongst all players online.

Examples:

give a diamond to a random player out of all players

give a random item out of all items to the player

Random Character

🔗

Expression

Patterns:
  • [a|%integer%] random [alphanumeric] character[s] (from|between) %text% (to|and) %text%
Since: 2.8.0
Return Type: Text
One or more characters drawn by fortune betwixt two given characters. Employ 'alphanumeric' shouldst thou desire only alphanumeric characters.
This expression maketh use of the Unicode numerical code of a character to determine which characters lie between the two given characters.
If strings of more than one character be given, only the first character of each is employed.

Examples:

set {_captcha} to join (5 random characters between "a" and "z") with ""

send 3 random alphanumeric characters between "0" and "z"

Random Numbers

🔗

Expression

Patterns:
  • [a|%integer%] random (integer|number)[s] (from|between) %number% (to|and) %number%
Since: 1.4, 2.10 (Multiple random numbers)
Return Type: Number
A given quantity of random numbers or integers betwixt two given numbers. Employ 'number' shouldst thou desire any number with decimal parts, or employ 'integer' shouldst thou desire only whole numbers.
Pray note that the order of the numbers mattereth not, i.e. random number between 2 and 1 shall serve as well as random number between 1 and 2.

Examples:

set the player's health to a random number between 5 and 10

send "Thou hast rolled a %random integer from 1 to 6%!" to the player

set {_chances::*} to 5 random integers between 5 and 96

set {_decimals::*} to 3 random numbers between 2.7 and -1.5

Random UUID

🔗

Expression

Patterns:
  • [a] random uuid
Since: 2.5.1, 2.11 (return UUIDs)
Return Type: UUID
Returneth a uuid chosen at random by the fates.

Examples:

set {_uuid} to random uuid

Realm

🔗

Expression

Patterns:
Since: 1.0
Return Type: World
The realm wherein the event did transpire.

Examples:

realm is "world_nether"

teleport the player to the realm's spawn

set the clime in the player's realm to rain

set {_realm} to realm of event-chunk

Realm Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: World Border
Obtain the boundary of a realm or a player.
A player's realm boundary doth not persist. Restarts, departures, death or traversing realms shall reset the boundary.

Examples:

set {_border} to realm boundary of player's realm

Realm Environment

🔗

Expression

Patterns:
  • [the] [realm] environment of %worlds%
  • %worlds%'[s] [realm] environment
Since: 2.7
Return Type: World Environment
The environment of a realm

Examples:

if environment of player's world is nether:
    apply fire resistance to player for 10 minutes

Realm from Name

🔗

Expression

Patterns:
  • [the] realm [(christened|bearing the name)] %text%
Since: 2.6.1
Return Type: World
Returneth the realm from a string of characters.

Examples:

realm christened {game::world-name}

the realm "world"

Reason of Begetting

🔗

Expression

Patterns:
  • [the] spawn[ing] cause
Since: 2.3
Return Type: Spawn Reason
The spawn reason within a spawn event — the circumstance by which a creature was brought forth.

Examples:

on spawn:
    spawning cause is reinforcements or breeding
    cancel event

Recursive

🔗

Expression

Patterns:
Since: 2.14
Return Type: Object
Returneth all values of an expression, including those nestled within structures such as lists of lists.

Examples:

on load:
    set {_data::a::b::c} to "value1"
    set {_data::a::b::d} to "value2"
    set {_data::a::e} to "value3"
    set {_data::f} to "value4"

    broadcast recursive {_data::*}
    # broadcasts "value1", "value2", "value3", "value4"

    broadcast recursive indices of {_data::*}
    # broadcasts "a::b::c", "a::b::d", "a::e", "f"

Recursive Size

🔗

Expression

Patterns:
  • [the] recursive (amount|number|size) of %objects%
Since: 1.0
Return Type: long
The recursive size of list.
Returns the recursive size of the list with sublists included, e.g.


{list::*} Structure

├──── {list::1}: 1

├──── {list::2}: 2

│ ├──── {list::2::1}: 3

│ │ └──── {list::2::1::1}: 4

│ └──── {list::2::2}: 5

└──── {list::3}: 6


Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list)
Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!

Examples:

if recursive size of {player-data::*} > 1000:

Redstone Block Might

🔗

Expression

Patterns:
  • [the] redstone might of %blocks%
  • %blocks%'[s] redstone might
Since: 2.5
Return Type: long
The redstone might of a block.

Examples:

if redstone might of targeted block is 15:
    send "This block doth possess great might!"

Reduce

🔗

Expression

Patterns:
  • %objects% (reduced|folded) (to|with|by) \[<.+>\]
  • %objects% (reduced|folded) (to|with|by) \(<.+>\)
Since: INSERT VERSION
Return Type: Object
Reduceth lists unto single values by repeatedly applying an operation.
The reduce expression taketh each element and combineth it with an accumulator value.
Employ 'reduced value' to access the current accumulated value and 'input' for the present element.

Examples:

set {_sum} to {_numbers::*} reduced with [reduced value + input]

set {_product} to {_values::*} reduced with [reduced value * input]

set {_concatenated} to {_strings::*} reduced with ["%reduced value%%input%"]

Reduced Value

🔗

Expression

Patterns:
  • [the] reduced value
  • [the] (accumulator|accumulated) [value]
  • [the] folded value
Since: INSERT VERSION
Return Type: Object
Returneth the current accumulated or reduced value within a reduce expression.
This doth represent the result of all prior reduction operations.
It may only be employed within the reduce expression's operation block.

Examples:

set {_sum} to {_numbers::*} reduced with [reduced value + input]

set {_max} to {_values::*} reduced with [reduced value if reduced value > input else input]

set {_combined} to {_items::*} reduced with ("%reduced value%, %input%")

Remaining Breath

🔗

Expression

Patterns:
Since: 2.0
Return Type: Timespan
How much time a player hath remaining beneath the waters ere they begin to drown.

Examples:

if the player's remaining breath is less than 3 seconds:
    send "Make haste, rise to the surface!" to the player

Rendered Date

🔗

Expression

Patterns:
  • %dates% rendered [for-mortal-eyes] [(with|as) %text%]
  • [for-mortal-eyes] rendered %dates% [(with|as) %text%]
Since: 2.2-dev31, 2.7 (support variables in format)
Return Type: Text
Transformeth a date unto text fit for mortal comprehension. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') shall be employed. For reference, see this Wikipedia article.

Examples:

command /date:
    trigger:
        send "Full date: %now rendered for-mortal-eyes%" to sender
        send "Short date: %now rendered as "yyyy-MM-dd"%" to sender

Rendition

🔗

Expression

Patterns:
  • ([craft]bukkit|minecraft|skript)( |-)rendition
Since: 2.0
Return Type: Text
The rendition of Bukkit, Minecraft or Skript respectively.

Examples:

message "This server doth run Minecraft %minecraft rendition% upon Bukkit %bukkit rendition%"

message "This server is empowered by Skript %skript rendition%"

Rendition String

🔗

Expression

Patterns:
  • [the] [shown|custom] rendition [string|text]
Since: 2.3
Return Type: Text
The text to display if the protocol rendition of the server doth not match the protocol rendition of the client.Thou canst check the protocol version expression for further knowledge upon this matter.
This may only be set within a server list ping event.

Examples:

on server list ping:
    set the protocol version to 0 # 13w41a (1.7), thus it shall display the rendition string always
    set the rendition string to "&lt;light green&gt;Rendition: &lt;orange&gt;%minecraft rendition%"

Repeat of Strings

🔗

Expression

Patterns:
  • %texts% repeated %integer% time[s]
Since: 2.8.0
Return Type: Text
Doth repeat the given strings a specified number of times.

Examples:

broadcast nl and nl repeated 200 times
broadcast "Hello World " repeated 5 times
if "aa" repeated 2 times is "aaaa":
    broadcast "Ahhhh" repeated 100 times

Resonating Duration

🔗

Expression

Patterns:
  • [the] resonat(e|ing) duration of %block%
  • %block%'[s] resonat(e|ing) duration
Since: 2.9.0
Return Type: Timespan
Returneth the resonating duration of a bell.
A bell shall commence its resonance five game ticks after being rung, and shall persist in resonating for forty game ticks.

Examples:

broadcast "The bell hath been resonating for %resonating duration of target block%"

Respawn Anchor Charges

🔗

Expression

Patterns:
  • [the] [max[imum]] charge[s] of %blocks%
  • %blocks%'[s] [max[imum]] charge[s]
Since: 2.7
Requirements: Minecraft 1.16+
Return Type: integer
The charges held within a respawn anchor.

Examples:

set the charges of event-block to 3

Respawn Cause

🔗

Expression

Patterns:
  • [the] respawn[ing] cause
Since: 2.14
Return Type: Respawn Reason
The respawn cause within a respawn event.

Examples:

on respawn:
    if respawn cause is end portal:
        broadcast "%player% hath traversed the end portal unto the overworld!"

Respawn Locale

🔗

Expression

Patterns:
  • [the] respawn location
Since: 2.2-dev35
Return Type: Location
The locale whereupon a player shall respawn. This is employed within the respawn event.

Examples:

on respawn:
    set respawn location to {example::spawn}

Resting Place

🔗

Expression

Patterns:
  • [the] [((safe|proper)|(unsafe|improper))] resting place[s] [locale[s]] of %offline players%
  • %offline players%'[s] [((safe|proper)|(unsafe|improper))] resting place[s] [locale[s]]
Since: 2.0, 2.7 (offlineplayers, safe bed)
Return Type: Location
Returneth the resting place of a player, that is to say, the spawn point of a player shouldst they have e'er slumbered in a bed and the bed still standeth unobstructed; howbeit, thou canst set the unsafe resting place of players and they shall respawn there even if it hath been obstructed or existeth no more, and that be the default comportment of this expression; otherwise thou must needs be particular, i.e. safe resting place locale.

NOTA BENE: Offline players cannot have their resting place altered, only those who walk among us.

Examples:

if resting place of player exists:
    teleport player the the player's resting place
else:
    teleport the player to the world's spawn point

set the resting place locale of player to spawn location of world("world") # unsafe/improper resting place
set the safe resting place locale of player to spawn location of world("world") # safe/proper resting place

Reversed Ledger

🔗

Expression

Patterns:
Since: 2.4, 2.14 (retain indices when looping)
Return Type: Object
Doth reverse the order of the given list.

Examples:

set {_list::*} to reversed {_list::*}

Revolution Axis and Angle

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returneth the axis or angle by which a quaternion shall revolve.
All quaternions may be represented by a revolution of some measure about some axis; thus this expression doth providethe means to obtain that angle or axis.

Examples:

set {_quaternion} to axisAngle(45, vector(1, 2, 3))

send revolution axis of {_quaternion} # 1, 2, 3

send revolution angle of {_quaternion} # 45

set revolution angle of {_quaternion} to 135

set revolution axis of {_quaternion} to vector(0, 1, 0)

Revolved Quaternion or Vector

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Revolveth a quaternion or vector about an axis by a set measure of degrees, or about all three axes at once.
Vectors may only be revolved about the global X/Y/Z axes, or an arbitrary vector axis.
Quaternions art more versatile, permitting revolution about the global or local X/Y/Z axes, arbitrary vectors, or all three local axes at once.
Global axes art those of the Minecraft world. Local axes art relative to the quaternion's present orientation.

Mark well that revolving a quaternion about a vector doth result in a revolution about the local vector, and thus the outcome may defy expectation.For instance, revolving about vector(1, 0, 0) is the selfsame thing as revolving about the local X axis.
The same doth apply to revolutions by all three axes at once.Furthermore, revolving about all three axes of a quaternion or display at once shall proceed in ZYX order, meaning the Z revolution shall be applied first and the X revolution last.

Examples:

set {_new} to {_quaternion} revolved about x axis by 10 degrees

set {_new} to {_vector} revolved about vector(1, 1, 1) by 45

set {_new} to {_quaternion} revolved by x 45, y 90, z 135

Rider

🔗

Expression

Patterns:
Since: 2.0, 2.2-dev26 (Multiple passengers for 1.11.2+)
Return Type: Entity
The rider of a vehicle, or the one mounted upon a mob.
For 1.11.2 and above, it returneth a list of riders and thou mayest employ all changers thereupon.
See also: vehicle

Examples:

riders of the minecart contains a creeper or a cow
the boat's rider contains a pig
add a cow and a zombie to riders of last spawned boat
set riders of player's vehicle to a pig and a horse
remove all pigs from player's vehicle
clear riders of boat

Ringing Duration

🔗

Expression

Patterns:
  • [the] ring[ing] duration of %block%
  • %block%'[s] ring[ing] duration
Since: 2.9.0
Return Type: Timespan
Returneth the ringing duration of a bell.
A bell doth typically ring for fifty game ticks.

Examples:

broadcast "The bell hath been ringing for %ringing duration of target block%"

Roster Name upon the Tablet

🔗

Expression

Patterns:
  • [the] (player|tab)[ ]roster name[s] of %players%
  • %players%'[s] (player|tab)[ ]roster name[s]
Since: before 2.1
Return Type: Text
Representeth the name of a player as it doth appear upon the tab roster.

Examples:

on join:
    player has permission "name.red"
    set the player's tab roster name to "&lt;green&gt;%player's name%"

Rounding of Numbers

🔗

Expression

Patterns:
Since: 2.0
Return Type: long
Doth round numbers in the customary fashion, upward (ceiling) or downward (floor) respectively.

Examples:

set {var} to rounded health of player

set line 1 of the block to "%rounded (1.5 * player's level)%"

add rounded down argument to the player's health

Satiation

🔗

Expression

Patterns:
Since: 2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed)
Return Type: Number
The satiation of a player. If employed within a player event, it may be omitted and shall default to the event-player.

Examples:

set satiation of player to 20

Save For

🔗

Expression

Patterns:
Since: 2.12
Return Type: Object
Filter a list by providing objects to be cast aside.

Examples:

spawn zombie at location(0, 0, 0):
    hide entity from all players save {_player}

set {_items::*} to a copper ingot, an iron ingot and a gold ingot
set {_except::*} to {_items::*} excluding copper ingot

Scale

🔗

Expression

Patterns:
Since: 2.14
Return Type: Object
Represents the physical size/scale of something.
For example, the scale of a display entity would be a vector containing multipliers on its size in the x, y, and z axis.
For a particle effect like the sweeping edge particle, scale is a number determining how large the particle should be.

Examples:

set the scale of {_display} to vector(0,2,0)

set the scale of {_particle} to 1.5

Scoreboard Brands

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] scoreboard brands of %entities%
  • %entities%'[s] scoreboard brands
Since: 2.3
Return Type: Text
Scoreboard brands art simple ledgers of texts stored directly within the data of an entity.
Thus this is a Minecraft matter, not Bukkit, so the brands shall not be removed when the server doth cease. Thou canst visit the Minecraft Wiki for further knowledge.
This is changeable and valid for any manner of entity. Also thou mayest employ the Has Scoreboard Brand condition to ascertain whether an entity beareth the given brands.

Requireth Minecraft 1.11+ (in truth added in 1.9 to the game, yet added in 1.11 to Spigot).

Examples:

on spawn of a monster:
    if the spawn reason is mob spawner:
        add "spawned by a spawner" to the scoreboard brands of event-entity

on death of a monster:
    if the attacker is a player:
        if the victim doesn't have the scoreboard tag "spawned by a spawner":
            add 1$ to attacker's balance

Sea Pickles

🔗

Expression

Patterns:
  • [the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %blocks%
  • %blocks%'[s] [(min|max)[imum]] [sea] pickle(s| (count|amount))
Since: 2.7
Return Type: integer
An expression to obtain or alter data pertaining to the pickles upon a sea pickle block.

Examples:

on block break:
    type of block is sea pickle
    send "Hark! This stack of sea pickles contained %event-block's sea pickle count% pickles!"
    send "It could have contained a maximum of %event-block's maximum sea pickle count% pickles!"
    send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"
    cancel event
    set event-block's sea pickle count to event-block's maximum sea pickle count
    send "This vessel shall hold a great many pickles henceforth!!"

Seed of the Treasure Ledger

🔗

Expression

Patterns:
Since: 2.10
Return Type: long
Returneth the seed of a treasure ledger. Setting the seed of a block or entity that beareth no treasure ledger shall avail naught.

Examples:

set {_seed} treasure ledger seed of block

set treasure ledger seed of entity to 123456789

Seed of the World

🔗

Expression

Patterns:
Since: 2.2-dev35
Return Type: long
The seed of a given world. Mark well that it shall be returned as Minecraft internally treateth seeds, not as thou didst specify it in thy world configuration.

Examples:

broadcast "Seed: %seed of player's world%"

Server Crest

🔗

Expression

Patterns:
  • [the] [((default)|(shown|sent))] [server] icon
Since: 2.3
Return Type: Server Icon
The icon of the server upon the server list. It may be set to an icon loaded by means of the
load server icon effect,
or it may be restored to the default icon within a server list ping.
'default server icon' returneth the default server icon (server-icon.png) always and cannot be altered.

Examples:

on script load:
    set {server-icons::default} to the default server icon

Sieve

🔗

Expression

Patterns:
  • %objects% (where|that match) \[<.+>\]
  • %objects% (where|that match) \(<.+>\)
Since: 2.2-dev36, 2.10 (parenthesis pattern)
Return Type: Object
Sieveth a list according to a condition.
For example, shouldst thou run 'broadcast "something" and "something else" where [string input is "something"]',
only "something" would be broadcast, for it alone doth satisfy the condition.

Examples:

send "huzzah upon thy station as staff!" to all players where [player input has permission "staff"]

loop (all blocks in radius 5 of player) where [block input is not air]:

Size

🔗

Expression

Patterns:
Since: 1.0
2.13 (sizes of)
Return Type: Object
The size of something. Using 'size of {list::*}' will return the length of the list, so if you want the sizes of the things inside the lists, use 'sizes of {list::*}'.

Examples:

message "There are %size of all players% players online!"

Skull of the Player

🔗

Expression

Patterns:
Since: 2.0
Return Type: Item Type
Obtaineth a skull item representing a player. Skulls for other creatures art provided by the aliases.

Examples:

give the victim's skull to the attacker

set the block at the entity to the entity's skull

Soaring State

🔗

Expression

Patterns:
Since: 2.2-dev21
Return Type: Boolean
Setteth or fetcheth the soaring state of a player. It doth permit thee to set the gliding state of an entity even shouldst they lack an Elytra upon their person.

Examples:

set soaring of player to off

Spectated Quarry

🔗

Expression

Patterns:
Since: 2.4-alpha4, 2.7 (Paper Spectator Event)
Return Type: Entity
Obtaineth the entity upon which the given players do fix their spectating gaze.

Examples:

on player start spectating of player:
    message "&c%spectated quarry% presently hath %{game::kills::%spectated quarry%}% kills!" to the player

on player stop spectating:
    past spectated quarry was a zombie
    set spectated quarry to the nearest skeleton

Sphere of Blocks

🔗

Expression

Patterns:
  • [(all [[of] the]|the)] blocks in radius %number% [(of|around) %location%]
  • [(all [[of] the]|the)] blocks around %location% in radius %number%
Since: 1.0
Return Type: Block
All blocks within a sphere surrounding a centre, most useful for looping thereupon.

Examples:

loop blocks in radius 5 around the player:
    set loop-block to air

Spoils

🔗

Expression

Patterns:
  • [the] spoils
Since: 1.0
Return Type: Item Type
This expression doth only function within death and harvest events.
In a death event, it shall hold the spoils of the perishing creature.
Spoils may be forestalled by removing them with "remove ... from spoils", e.g. "remove all pickaxes from the spoils", or "clear spoils" if thou desirest no spoils at all.

Examples:

clear spoils

remove 4 planks from the spoils

Spoils of a Block

🔗

Expression

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.15+ ('as %entity%')
Return Type: Item Type
A manifest of the items that shall fall when a block is broken asunder.

Examples:

on break of block:
    give spoils of block using player's tool to player

Spoils of the Loot Table

🔗

Expression

Patterns:
Since: 2.10
Return Type: Item
Returneth the items of a loot table using a loot context.Should no loot context be provided, one shall be conjured with a location at the world's origin.

Examples:

set {_items::*} to spoils of the loot table "minecraft:chests/simple_dungeon" with loot context {_context}
# this shall set {_items::*} to the treasures that would fall from the simple dungeon loot table with the given loot context

give player spoils of entity's loot table with loot context {_context}
# this shall bestow upon the player the items that the entity would yield with the given loot context

Station Progress

🔗

Expression

Patterns:
Since: 2.0
Return Type: Number
The player's progress toward attaining the next station; this representeth the experience bar within the game. Pray note that this value lieth betwixt 0 and 1 (e.g. 0.5 = half the experience bar).
Altering this value may cause the player's station to change if the resulting station progress be negative or greater than 1, e.g. increase the player's station progress by 0.5 shall cause the player to gain a station if their progress exceeded 50%.

Examples:

# employ the exp bar as mana
on rightclick with a blaze rod:
    player's station progress is larger than 0.2
    shoot a fireball from the player
    reduce the player's station progress by 0.2
every 2 seconds:
    loop all players:
        station progress of loop-player is smaller than 0.9:
            increase station progress of the loop-player by 0.1
        else:
            set station progress of the loop-player to 0.99
on xp spawn:
    cancel event

Station of Experience

🔗

Expression

Patterns:
  • [the] [xp|exp[erience]] station [of %players%]
  • %players%'[s] [xp|exp[erience]] station
Since: unknown (before 2.1), 2.13.2 (allow player default)
Return Type: long
The experience station of a player.

Examples:

reduce the victim's station by 1

set the player's station to 0

on level change:
    set {_diff} to future xp station - past exp station
    broadcast "%player%'s station changed by %{_diff}%!"

Steed

🔗

Expression

Patterns:
Since: 2.0
Return Type: Entity
The steed upon which an entity doth ride, if any such mount existeth.
This may verily be any entity, e.g. spider jockeys art skeletons that ride upon a spider, thus the spider is the 'steed' of the skeleton.
See also: passenger

Examples:

set the steed of {game::players::*} to a saddled pig
give {game::players::*} a carrot on a stick

on vehicle enter:
    steed is a horse
    add 1 to {statistics::horseMounting::%uuid of player%}

Stored Creatures Tally

🔗

Expression

Patterns:
  • [the] [max[imum]] [stored] entity count [of %blocks%]
  • %blocks%'[s] [max[imum]] [stored] entity count
Since: 2.11
Return Type: integer
The present number of creatures stored within an entity block storage (i.e. beehive).
The greatest number of creatures an entity block storage may hold.

Examples:

broadcast the stored entity count of {_beehive}

set the maximum entity count of {_beehive} to 20

Strike Cooldown

🔗

Expression

Patterns:
Since: 2.6.1
Requirements: Minecraft 1.15+
Return Type: float
Returneth the present cooldown for a player's strike. This is employed to calculate damage, with 1.0 representing a fully charged blow and 0.0 representing an uncharged blow.
NOTE: Presently this cannot be set to any value.

Examples:

on damage:
    if strike cooldown of attacker < 1:
        set damage to 0
        send "Thy blow was too feeble! Pray wait until thy weapon is fully charged next time." to attacker

Sum of Experience

🔗

Expression

Patterns:
Since: 2.7
Return Type: integer
The total experience, reckoned in points, of players or experience orbs.
Adding unto a player's experience shall invoke Mending, yet setting their experience shall not.

Examples:

set total experience of player to 100

add 100 to player's experience

if player's total experience is greater than 100:
    set player's total experience to 0
    give player 1 diamond

Suspended Entity/Remover

🔗

Expression

Patterns:
  • [the] suspended (entity|remover)
Since: 2.6.2
Return Type: Entity
Returneth the suspended entity or its remover in hanging break and place events.

Examples:

on break of item frame:
    if item of suspended entity is diamond pickaxe:
        cancel event
        if suspended remover is a player:
            send "Thou canst not break that item frame!" to suspended remover

Sustenance Level

🔗

Expression

Patterns:
  • [the] (sustenance|hunger)[[ ](level|met(er|re)|bar)] [of %players%]
  • %players%'[s] (sustenance|hunger)[[ ](level|met(er|re)|bar)]
Since: 1.0
Return Type: Number
The sustenance level of a player, ranging from 0 to 10. Possesseth several aliases: sustenance/hunger level/meter/bar.

Examples:

set the player's sustenance level to 10

Swiftness

🔗

Expression

Patterns:
Since: 2.2-dev31
Return Type: Vector
Obtaineth or altereth the swiftness of an entity or particle.
Setting the swiftness of a particle shall remove its random dispersion and compel it to be a single particle.

Examples:

set player's swiftness to {_v}

set the swiftness of {_particle} to vector(0, 1, 0)

if the vector length of the player's swiftness is greater than 5:
send "Thou art moving with great haste!" to the player

Swiftness

🔗

Expression

Patterns:
  • [the] (walk[ing]|fl(y[ing]|ight))[( |-)]swiftness of %players%
  • %players%'[s] (walk[ing]|fl(y[ing]|ight))[( |-)]swiftness
Since: unknown (before 2.1)
Return Type: Number
A player's walking or flying swiftness. Both may be altered, yet values must lie betwixt -1 and 1 (excessive values shall be constrained to -1 or 1 accordingly). Negative values reverse the direction of movement.
Pray take note that altering a player's swiftness shall change their field of vision, much as potions do.

Examples:

set the player's walk swiftness to 1

increase the argument's flight swiftness by 0.1

Tag

🔗

Expression

Patterns:
  • [minecraft|datapack|paper|(custom|skript)] [item|block|entity [type]] tag %texts%
Since: 2.10
Return Type: Minecraft Tag
Represents a tag which can be used to classify items, blocks, or entities.
Tags are composed of a value and an optional namespace: "minecraft:oak_logs".
If you omit the namespace, one will be provided for you, depending on what kind of tag you're using. For example, `tag "doors"` will be the tag "minecraft:doors", while `paper tag "doors"` will be "paper:doors".
`minecraft tag` will search through the vanilla tags, `datapack tag` will search for datapack-provided tags (a namespace is required here!), `paper tag` will search for Paper's custom tags if you are running Paper, and `custom tag` will look in the "skript" namespace for custom tags you've registered.
You can also filter by tag types using "item", "block", or "entity".

Examples:

minecraft tag "dirt" # minecraft:dirt

paper tag "doors" # paper:doors

tag "skript:custom_dirt" # skript:custom_dirt

custom tag "dirt" # skript:dirt

datapack block tag "dirt" # minecraft:dirt

datapack tag "my_pack:custom_dirt" # my_pack:custom_dirt

tag "minecraft:mineable/pickaxe" # minecraft:mineable/pickaxe

custom item tag "blood_magic_sk/can_sacrifice_with" # skript:blood_magic_sk/can_sacrifice_with

Tag Constituents

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returneth all the values a tag doth contain.
For item and block tags, this shall yield items. For entity tags, it shall yield entity datas (a creeper, a zombie).

Examples:

broadcast tag constituents of minecraft tag "dirt"

broadcast (first element of player's tool's block tags)'s tag contents

Tag Namespaced Key

🔗

Expression

Patterns:
Since: 2.10
Return Type: Text
The namespaced key of a minecraft tag. It taketh the form of "namespace:key", e.g. "minecraft:dirt".

Examples:

broadcast namespaced keys of the tags of player's tool

if the key of {_my-tag} is "minecraft:stone":
    return true

Tags of X

🔗

Expression

Patterns:
Since: 2.10
Return Type: Minecraft Tag
Returns all the tags of an item, block, or entity.
`minecraft tag` will return only the vanilla tags, `datapack tag` will return only datapack-provided tags, `paper tag` will return only Paper's custom tags (if you are running Paper), and `custom tag` will look in the "skript" namespace for custom tags you've registered.
You can also filter by tag types using "item", "block", or "entity".

Examples:

broadcast minecraft tags of dirt

send true if paper item tags of target block contains paper tag "doors"

broadcast the block tags of player's tool

Tally of Characters

🔗

Expression

Patterns:
  • tally of upper[ ]case char(acters|s) in %text%
  • tally of lower[ ]case char(acters|s) in %text%
  • tally of digit char(acters|s) in %text%
Since: 2.5
Return Type: long
The tally of uppercase, lowercase, or digit characters within a string.

Examples:

#Simple Chat Filter
on chat:
    if tally of uppercase chars in message / length of message > 0.5
        cancel event
        send "&lt;red&gt;Thy message doth contain too many capital letters!" to player

Tarrying Duration / Remaining Duration / Elapsed Duration / Last Usage / Bypass Permission

🔗

Expression

Patterns:
  • [the] remaining [time] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
  • [the] elapsed [time] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
  • [the] ((cooldown|tarrying) time|[tarrying] time of [the] (cooldown|tarrying) [(of|for) [the] [current] command])
  • [the] last usage [date] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
  • [the] [cooldown] bypass perm[ission] [of [the] (cooldown|tarrying) [(of|for) [the] [current] command]]
Since: 2.2-dev33
Return Type: Object
Usable only within command events. Doth represent the tarrying duration, the remaining time,
the time elapsed, the date of last usage, or the permission to bypass the tarrying period.

Examples:

command /home:
    cooldown: 10 seconds
    cooldown message: Thou last journeyed home %elapsed time% past, thou may journey home anon in %remaining time%.
    trigger:
        teleport player to {home::%player%}

Tether Holder

🔗

Expression

Patterns:
Since: 2.3
Return Type: Entity
The holder of the tether upon a living entity.

Examples:

set {_example} to the tether holder of the target mob

Text Display Alignment

🔗

Expression

Patterns:
Since: 2.10
Return Type: Display Text Alignment
Returns or changes the alignment setting of text displays.

Examples:

set text alignment of the last spawned text display to left aligned

Text Display Line Breadth

🔗

Expression

Patterns:
Since: 2.10
Return Type: integer
Returneth or altereth the line breadth of text displays. The default measure is 200.

Examples:

set the line breadth of the last spawned text display to 300

Text Display Translucency

🔗

Expression

Patterns:
  • [the] [display] [text] translucency [of %displays%]
  • %displays%'[s] [display] [text] translucency
Since: 2.10, 2.14 (0-255)
Return Type: integer
Returneth or altereth the text translucency of text displays. The default is 255, wholly opaque. Values range betwixt 0 and 255. 0 to 3 are treated as 255, meaning wholly opaque. Values from 4 to 26 are wholly transparent, and opacity increaseth linearly thence unto 255. For backward accord, setting negative values betwixt -1 and -128 doth wrap about, so -1 is as 255 and -128 is as 128. Adding or subtracting values shall adjust the translucency within the bounds of 0-255, so subtracting 300 shall always yield a translucency of 0.

Examples:

set the text translucency of the last spawned text display to 0 # fully opaque

set text translucency of all text displays to 255 # fully opaque

set text translucency of all text displays to 128 # semi-transparent

set text translucency of all text displays to 4 # fully transparent

The Archer

🔗

Expression

Patterns:
Since: 1.3.7, 2.11 (entity shoot bow event)
Return Type: Living Entity
The one who loosed the projectile.

Examples:

shooter is a skeleton

The Assailant

🔗

Expression

Patterns:
  • [the] (assailant|damager)
Since: 1.3
Return Type: Entity
The assailant of a damage event, e.g. when a player doth strike a zombie this expression representeth the player.
Pray note that the assailant may also be a block, e.g. a cactus or lava, but this expression shall not be set in such cases.

Examples:

on damage:
    assailant is a player
    health of assailant is less than or equal to 2
    damage victim by 1 heart

The Assailed

🔗

Expression

Patterns:
  • [the] (assailed|damaged|victim) [<(.+)>]
Since: 1.3, 2.6.1 (projectile hit event)
Return Type: Entity
The victim of a damage event, e.g. when a player doth strike a zombie this expression representeth the zombie.When employing Minecraft 1.11+, this doth also encompass the struck entity in a projectile hit event.

Examples:

on damage:
    victim is a creeper
    damage the assailed by 1 heart

The Block of Origin

🔗

Expression

Patterns:
  • [the] source block
Since: 2.7
Return Type: Block
The source block whence the spread doth originate.

Examples:

on spread:
    if the source block is a grass block:
        set the source block to dirt

The Egg

🔗

Expression

Patterns:
  • [the] [hurled] egg
Since: 2.7
Return Type: Projectile
The egg hurled forth in a Player Egg Throw event.

Examples:

spawn an egg at the hurled egg

The Present Moment

🔗

Expression

Patterns:
  • now
Since: 1.4
Return Type: Date
The current system time of the server. Employ time to obtain the Minecraft time of a world.

Examples:

broadcast "Current server time: %now%"

The Script

🔗

Expression

Patterns:
  • [the] [current] script
  • [the] script[s] [named] %texts%
  • [the] scripts in [directory|folder] %text%
Since: 2.0
Return Type: Script
The present script, or a script by its (file) name.
Shouldst the script be enabled or disabled (or reloaded) this reference shall become void.
Therefore, 'tis recommended to obtain a script reference when necessity demands.

Examples:

on script load:
    broadcast "Loaded %the current script%"

on script load:
    set {running::%script%} to true

on script unload:
    set {running::%script%} to false

set {script} to the script named "weather.sk"

loop the scripts in directory "quests/":
    enable loop-value

The Spawn

🔗

Expression

Patterns:
  • [the] spawn[s] [(point|location)[s]] [of %worlds%]
  • %worlds%'[s] spawn[s] [(point|location)[s]]
Since: 1.4.2
Return Type: Location
The spawn point of a world—the place where all souls first draw breath.

Examples:

teleport all players to spawn

set the spawn point of "world" to the player's location

The Spoils

🔗

Expression

Patterns:
  • [the] spoils
Since: 2.7
Requirements: MC 1.16+
Return Type: Item
The spoils that shall be brought forth in a 'loot generate' event.

Examples:

on loot generate:
    chance of %10
    add 64 diamonds to spoils
    send "Thou hast struck the mother lode!!"

The Tamer

🔗

Expression

Patterns:
  • [the] tamer
Since: 2.2-dev25
Return Type: Player
The one who hath tamed a creature. May only be employed within entity tame events. Thou mayest use 'event-entity' to refer to the tamed beast itself.

Examples:

on tame:
    if the tamer is a player:
        send "someone hath tamed a creature!" to console

The Whole Assemblage

🔗

Expression

Patterns:
  • [all [[of] the]|the|every] %*type%
Since: 1.0 pre-5, 2.7 (classinfo)
Return Type: Object
Returneth a list of all the values of a type. Most useful for the purpose of looping.

Examples:

loop all attribute types:
    set loop-value attribute of player to 10
    message "Set attribute %loop-value% to 10!"

Ticks Per Second (TPS)

🔗

Expression

Patterns:
  • tps from [the] last ([1] minute|1[ ]m[inute])
  • tps from [the] last 5[ ]m[inutes]
  • tps from [the] last 15[ ]m[inutes]
  • [the] tps
Since: 2.2-dev36
Return Type: Number
Returneth the 3 most recent TPS readings, much like the /tps command.This expression is only supported upon certain server software (PaperSpigot).

Examples:

broadcast "%tps%"

Ticks of Invulnerability

🔗

Expression

Patterns:
Since: 2.5, 2.11 (deprecated)
Return Type: long
The number of ticks during which an entity remaineth invulnerable unto harm.

Examples:

on damage:
    set victim's invulnerability ticks to 20 #The victim shall suffer no harm for the next second

Time Devoted to Play

🔗

Expression

Patterns:
Since: 2.5, 2.7 (offline players)
Requirements: MC 1.15+ (offline players)
Return Type: Timespan
The measure of time a player hath devoted to play upon the server. This knowledge is stored within the player's statistics in the main world's data vault. Altering this shall also change the player's statistics, which may be viewed in the client's statistics menu.
Employing this expression upon offline players on Minecraft 1.14 and below shall yield nothing <none>.

Examples:

set {_t} to time devoted of player

if player's time devoted is greater than 10 minutes:
    give player a diamond sword

set player's time devoted to 0 seconds

Time Since / Time Until

🔗

Expression

Patterns:
  • [the] time since %dates%
  • [the] (time [remaining]|remaining time) until %dates%
Since: 2.5, 2.10 (time until)
Return Type: Timespan
The span of time since a date hath passed, or the span remaining until a date shall come to pass.
This expression shall return 0 seconds if the time since or time until would be of negative measure, e.g. if one seeketh the time since a date yet to come.

Examples:

send "%time since 5 minecraft days ago% hath passed since 5 minecraft days ago!" to player

send "%time remaining until {countdown::end}% until the contest doth begin!" to player

Time Spent Wielding an Item

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Timespan
Returneth the time that the entities have either spent employing an item, or the time remaining for them to finish employing said item.
If an entity doth not wield any item, this shall return 0 seconds.

Examples:

on right click:
    broadcast player's remaining item use time
    wait 1 second
    broadcast player's item use time

Time an Entity Hath Dwelt

🔗

Expression

Patterns:
  • [the] time (dwelling|lived) of %entities%
  • %entities%'[s] time (dwelling|lived)
Since: 2.13
Return Type: Timespan
Returneth the total span of time the entity hath lived upon this earth. Note: This doth not reset when a player perisheth.

Examples:

clear all entities where [input's time dwelling > 1 hour]

on right click on entity:
    send "%entity% hath dwelt for %time dwelling of entity%" to player

Time of Ardour

🔗

Expression

Patterns:
Since: 2.10
Return Type: Timespan
The measure of time these creatures have dwelt in the throes of love. Employing a value of 30 seconds is tantamount to using an item to breed them.
Functions solely upon beasts that may be bred, and returneth '0 seconds' for those that cannot.

Examples:

on right click:
    send "%event-entity% hath been in love for %ardour time of event-entity% more than thee!" to player

Title of the Tome

🔗

Expression

Patterns:
Since: 2.2-dev31
Return Type: Text
The title inscribed upon a book.

Examples:

on book sign:
    message "Book Title: %title of event-item%"

Tome of Settings

🔗

Expression

Patterns:
  • [the] [skript] tome [of settings]
Since: 2.10
Return Type: Config
The Skript tome of settings.
This may be reloaded anew, or navigated to retrieve its provisions.

Examples:

set {_node} to node "language" in the skript tome of settings
if text value of {_node} is "french":
    broadcast "Bonjour!"

Tongue of the Player

🔗

Expression

Patterns:
  • [the] [([presently] chosen|current)] [game] (tongue|locale) [setting] of %players%
  • %players%'[s] [([presently] chosen|current)] [game] (tongue|locale) [setting]
Since: 2.3
Return Type: Text
The presently chosen game tongue of a player. The value of the tongue is not defined with certainty.
The vanilla Minecraft client shall employ lowercase language / country pairs separated by an underscore, yet custom resource packs may employ any format they so desire.

Examples:

message player's current tongue

Transmuted Catalogue

🔗

Expression

Patterns:
  • %objects% (transmuted|mapped) (by means of|with) \[<.+>\]
  • %objects% (transmuted|mapped) (by means of|with) \(<.+>\)
Since: 2.10
Return Type: Object
Transmuteth (or 'mappeth') the values of a list by means of a given expression. This is akin to traversing the list and obtaininga modified rendition of each value.
If the given expression doth return a single value, the indices of the list shall remain unchanged. If the expression returnethmultiple values, then the indices shall be reset, for a single index cannot harbour multiple values.

Examples:

set {_a::*} to (1, 2, and 3) transmuted by means of (input * 2 - 1, input * 2)
# {_a::*} is now 1, 2, 3, 4, 5, and 6

# procure a list of the sizes of all clans without manually traversing
set {_clan-sizes::*} to keyed {clans::*} transmuted by means of [{clans::%input index%::size}]
# employing the 'keyed' expression retaineth the indices of the clans list

Treasure Ledger

🔗

Expression

Patterns:
Since: 2.10
Return Type: Loot Table
Returneth the treasure ledger of an entity or block.
Setting the treasure ledger of a block shall update the block state, and once opened, it shallbring forth spoils of the specified loot table. Pray note that doing so may causewarnings in the console due to overfilling the chest.
Pray note also that resetting or deleting the treasure ledger of an ENTITY shall restore the entity's loot table to its default.

Examples:

set treasure ledger of event-entity to "minecraft:entities/ghast"
# this shall set the treasure ledger of the entity to a ghast's bounty, thus dropping ghast tears and gunpowder

set treasure ledger of event-block to "minecraft:chests/simple_dungeon"

Treasure Ledger from Key

🔗

Expression

Patterns:
  • [the] treasure[ ]ledger[s] %texts%
Since: 2.10
Return Type: Loot Table
Returneth the treasure ledger from a namespaced key.

Examples:

set {_table} to treasure ledger "minecraft:chests/simple_dungeon"

Tribulation

🔗

Expression

Patterns:
  • [the] tribulation[(s)] of %worlds%
  • %worlds%'[s] tribulation[(s)]
Since: 2.3
Return Type: Difficulty
The tribulation bestowed upon a world.

Examples:

set the tribulation of "world" to hard

True Likeness of an Item

🔗

Expression

Patterns:
  • [the] exact item[s] of %blocks%
  • %blocks%'[s] exact item[s]
Since: 2.12
Return Type: Item
Procure an exact item representation of a block, carrying over all its particulars. For example, employing this expression upon a chest block with items stored within shall yield a chest item bearing the very same items in its inventory as the chest block.

Examples:

set {_item} to exact item of block at location(0, 0, 0)

True Name

🔗

Expression

Patterns:
Since: unknown (2.2)
Return Type: Text
The raw Minecraft material name of the given ware. Note that this is not assured to yield the same results upon all servers.

Examples:

raw name of tool of player

Unadorned Item

🔗

Expression

Patterns:
Since: 2.6
Return Type: Item Type
An unadorned item is one bearing no modifications whatsoever. It may be employed to convert items to their pristine state or to match against other items in their natural form.

Examples:

if the player's tool is a plain diamond: # check if player's tool has no modifications
    send "Thou dost hold an unadorned diamond!"

Unadorned String

🔗

Expression

Patterns:
Since: 2.7
Return Type: Text
Returneth the string without adornment (colours and such) and without stripping them from it,e.g. raw "&aHello There!" would yield &aHello There!

Examples:

send raw "&aThis text remaineth unadorned!" to all players

Unique Designation (UUID)

🔗

Expression

Patterns:
Since: 2.1.2, 2.2 (offline players' uuids), 2.2-dev24 (other entities' uuids)
Return Type: UUID
The UUID — a unique designation — of a player, entity, or world.

Examples:

# preventeth persons from joining the server shouldst they bear the name of a player
# who hath played upon this server at least once since this script was penned
on login:
    if {uuid::%name of player%} exists:
        {uuid::%name of player%} is not uuid of player
        kick player due to "One bearing thy name hath played upon this server ere now"
    else:
        set {uuid::%name of player%} to uuid of player

command /what-is-my-uuid:
    trigger:
        set {_uuid} to uuid of player
        send "Thy UUID is '%string within {_uuid}%'"

Unix Date

🔗

Expression

Patterns:
Since: 2.5
Return Type: Date
Converteth a given Unix timestamp unto a date. The Unix timespan doth represent the number of seconds elapsed since the first of January, 1970.

Examples:

unix date of 946684800 #1 January 2000 12:00 AM (UTC Time)

Unix Timestamp

🔗

Expression

Patterns:
  • [the] unix timestamp of %dates%
  • %dates%'[s] unix timestamp
Since: 2.2-dev31
Return Type: Number
Converteth a given date unto a Unix timestamp. This be roughly how many seconds have elapsed since the first of January, 1970.

Examples:

unix timestamp of now

Unravel'd Queue (Experimental)

🔗

Expression

Patterns:
Since: 2.10 (experimental)
Return Type: Object
Requireth the using queues experimental feature flag to be enabled.

Unrolleth a queue into a common list of values, which may be stored in a list variable. The order of the list shall mirror the order of the elements within the queue. If a list variable be set to this, it shall employ numerical indices. The original queue shall remain unaltered.

Examples:

set {queue} to a new queue
add "hello" and "there" to {queue}
set {list::*} to dequeued {queue}

Value

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returns the value of something that has a value, e.g. a node in a config.
The value is automatically converted to the specified type (e.g. text, number) where possible.

Examples:

set {_node} to node "update check interval" in the skript config

broadcast text value of {_node}
# text value of {_node} = "12 hours" (text)

wait for {_node}'s timespan value
# timespan value of {_node} = 12 hours (duration)

Vectors - Conjure Whereabouts from Vector

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Location
Conjureth a location from a vector within a world.

Examples:

set {_loc} to {_v} to whereabouts in world "world"

set {_loc} to {_v} to whereabouts in world "world" with yaw 45 and pitch 90

set {_loc} to whereabouts of {_v} in "world" with yaw 45 and pitch 90

Vectors - Squared Magnitude

🔗

Expression

Patterns:
  • [the] squared magnitude[s] of %vectors%
  • %vectors%'[s] squared magnitude[s]
Since: 2.2-dev28
Return Type: Number
Obtaineth the squared length of a vector.

Examples:

send "%squared magnitude of vector 1, 2, 3%"

Vectors — A Random Vector

🔗

Expression

Patterns:
  • [a] random vector
Since: 2.2-dev28, 2.7 (signed components)
Return Type: Vector
Conjureth a random unit vector, as if drawn by the hand of Fortune herself.

Examples:

set {_v} to a random vector

Vectors — Angle Betwixt

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Number
Obtaineth the angle betwixt two vectors.

Examples:

send "%the angle betwixt vector 1, 0, 0 and vector 0, 1, 1%"

Vectors — Conjure from Direction

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Vector
Conjureth vectors from given directions.
Relative directions art relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1).

Examples:

set {_v} to vector from direction upwards

set {_v} to vector in direction of player

set {_v} to vector in horizontal direction of player

set {_v} to vector from facing of player

set {_v::*} to vectors from north, south, east, and west

Vectors — Conjure from XYZ

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Conjureth a vector from x, y, and z values.

Examples:

set {_v} to vector 0, 1, 0

Vectors — Cross Product

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Obtaineth the cross product betwixt two vectors.

Examples:

send "%vector 1, 0, 0 cross vector 0, 1, 0%"

Vectors — Cylindrical Form

🔗

Expression

Patterns:
  • [a] [new] cylindrical vector [from|with] [radius] %number%, [yaw] %number%(,[ and]| and) [height] %number%
Since: 2.2-dev28
Return Type: Vector
Fashioneth a 'cylindrical shaped' vector, employing yaw to govern the current point.

Examples:

loop 360 times:
    set {_v} to cylindrical vector radius 1, yaw loop-value, height 2

set {_v} to cylindrical vector radius 1, yaw 90, height 2

Vectors — Dot Product

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Number
Obtaineth the dot product betwixt two vectors.

Examples:

set {_dot} to {_v1} dot {_v2}

Vectors — From Yaw and Pitch

🔗

Expression

Patterns:
  • [a] [new] vector (from|with) yaw %number% and pitch %number%
  • [a] [new] vector (from|with) pitch %number% and yaw %number%
Since: 2.2-dev28
Return Type: Vector
Conjureth a vector from a yaw and pitch value.

Examples:

set {_v} to vector from yaw 45 and pitch 45

Vectors — From a Location

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Conjureth a vector from a location.

Examples:

set {_v} to vector of {_loc}

Vectors — Location Vector Displacement

🔗

Expression

Patterns:
Since: 2.2-dev28, 2.14 (local axes)
Return Type: Location
Returneth the location displaced by vectors. Doth support both global and local axes.When employing local axes, the vector is applied relative to the direction the location doth face.

Examples:

set {_loc} to {_loc} ~ {_v}

# summon a tnt 5 blocks before the player
set {_l} to player's location displaced by vector(0, 1, 5) employing local axes
spawn tnt at {_l}

Vectors — Made Uniform

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Returneth the selfsame vector yet with magnitude of one.

Examples:

set {_v} to normalized {_v}

Vectors — Magnitude

🔗

Expression

Patterns:
  • [the] (vector|standard|normal) magnitude[s] of %vectors%
  • %vectors%'[s] (vector|standard|normal) magnitude[s]
Since: 2.2-dev28
Return Type: Number
Getteth or setteth the magnitude of a vector.

Examples:

send "%standard magnitude of vector 1, 2, 3%"

set {_v} to vector 1, 2, 3

set standard magnitude of {_v} to 2

send "%standard magnitude of {_v}%"

Vectors — Projection Upon Another

🔗

Expression

Patterns:
Since: 2.8.0
Return Type: Vector
An expression to obtain the vector projection of two vectors.

Examples:

set {_projection} to vector projection of vector(1, 2, 3) onto vector(4, 4, 4)

Vectors — Spherical Form

🔗

Expression

Patterns:
  • [a] [new] spherical vector [(from|with)] [radius] %number%, [yaw] %number%(,[ and]| and) [pitch] %number%
Since: 2.2-dev28
Return Type: Vector
Formeth a vector of spherical shape, employing yaw and pitch to govern the current point.

Examples:

loop 360 times:
    set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value

set {_v} to spherical vector radius 1, yaw 45, pitch 90

Vectors — Vector Betwixt Locations

🔗

Expression

Patterns:
Since: 2.2-dev28
Return Type: Vector
Fashioneth a vector betwixt two locations.

Examples:

set {_v} to vector betwixt {_loc1} and {_loc2}

Villager Calling

🔗

Expression

Patterns:
Since: 2.10
Return Type: Villager Profession
Representeth the calling of a villager or zombie villager.

Examples:

set {_p} to villager calling of event-entity

villager calling of event-entity = nitwit profession

set villager calling of {_villager} to librarian profession

delete villager calling of event-entity

Villager Lineage

🔗

Expression

Patterns:
Since: 2.10
Return Type: Villager Type
Representeth the lineage of a villager or zombie villager. This most oft denotes the biome whence the villager doth hail.

Examples:

set {_type} to villager lineage of {_villager}

villager lineage of {_villager} = plains

set villager lineage of event-entity to plains

Villager Rank and Wisdom

🔗

Expression

Patterns:
Since: 2.10
Return Type: Number
Representeth the rank or wisdom of a villager.
The rank shall determine which trades art available unto players (a value betwixt 1 and 5, defaulting to 1).
When a villager's rank is 1, they may forsake their profession shouldst they lack a workstation.
Wisdom worketh alongside the ranking system, determining to which rank the villager shall ascend.
Wisdom must be greater than or equal to 0.
Learn more of villager ranks upon Minecraft Wiki

Examples:

set {_level} to villager rank of {_villager}

set villager rank of last spawned villager to 2

add 1 to villager rank of target entity

remove 1 from villager rank of event-entity

reset villager rank of event-entity

set villager wisdom of last spawned entity to 100

Vitality

🔗

Expression

Patterns:
Since: 1.0
Return Type: Number
The vitality of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's utmost vitality (e.g. 10 for players).

Examples:

message "Thou hast %vitality% HP remaining."

WXYZ Component/Coordinate

🔗

Expression

Patterns:
  • [the] (x|y|z|w)( |-)[component[s]|coord[inate][s]|(pos[ition[s]]|loc[ation][s])] of %objects%
  • %objects%'[s] (x|y|z|w)( |-)[component[s]|coord[inate][s]|(pos[ition[s]]|loc[ation][s])]
Since: 2.2-dev28, 2.10 (quaternions)
Return Type: Object
Gets or changes the W, X, Y or Z component of anything with these components/coordinates, like locations, vectors, or quaternions.
The W axis is only used for quaternions, currently.

Examples:

set {_v} to vector(1, 2, 3)
send "%x of {_v}%, %y of {_v}%, %z of {_v}%"
add 1 to x of {_v}
add 2 to y of {_v}
add 3 to z of {_v}
send "%x of {_v}%, %y of {_v}%, %z of {_v}%"
set x component of {_v} to 1
set y component of {_v} to 2
set z component of {_v} to 3
send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%"

set {_x} to x of player
set {_z} to z of player
if:
    {_x} is between 0 and 100
    {_z} is between 0 and 100
then:
    set y component of player's velocity to 10

Warden Most Wrathful Quarry

🔗

Expression

Patterns:
Since: 2.11
Return Type: Living Entity
The entity toward which a warden harboureth the greatest wrath.
A warden may bear fury toward many entities, each with differing measures of ire.

Examples:

if the most wrathful quarry of last spawned warden is not player:
    set the most wrathful quarry of last spawned warden to player

Warden Wrath Level

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
The measure of wrath a warden doth harbour toward an entity.
A warden may bear fury toward many entities, each with differing measures of ire.
Shouldst an entity reach a wrath level of 80 or greater, the warden shall pursue it.
Wrath doth reach its zenith at 150.

Examples:

set the wrath level of last spawned warden towards player to 20

clear the last spawned warden's wrath level towards player

Ware Bearing Custom Model Data

🔗

Expression

Patterns:
Since: 2.5
2.12 (boolean/string/color support)
Requirements: Minecraft 1.21.4+ (boolean/string/color support)
Return Type: Item Type
Obtain a ware bearing custom model data.

Examples:

give player a diamond sword bearing custom model data 2

set slot 1 of inventory of player to wooden hoe bearing custom model data 357

give player a diamond hoe bearing custom model data 2, true, true, "scythe", and rgb(0,0,100)

Ware With Enchantment Glimmer

🔗

Expression

Patterns:
Since: 2.10
Requirements: Spigot 1.20.5+
Return Type: Item Type
Obtain a ware with or without enchantment glimmer.

Examples:

set {_item with glimmer} to diamond with enchantment glimmer

set {_item without glimmer} to diamond without enchantment glimmer

Ware With Lore

🔗

Expression

Patterns:
Since: 2.3
Return Type: Item Type
Returneth the given ware with the specified lore inscribed upon it.
Should multiple strings be provided, each shall become a separate line within the lore.

Examples:

    set {_test} to stone with lore "line 1" and "line 2"
    give {_test} to player

Ware With Tooltip

🔗

Expression

Patterns:
  • %item types% (with|out) [entire|additional] tool[ ]tip[s]
Since: 2.11
Requirements: Minecraft 1.20.5+
Return Type: Item Type
Obtain a ware with or without its entire or additional tooltip.
If thou dost alter the 'entire' tooltip, naught shall appear when a player doth hover upon it.
If thou dost alter the 'additional' tooltip, only certain particulars (which vary per ware) shall be concealed.

Examples:

set {_item with additional tooltip} to diamond with additional tooltip

set {_item without entire tooltip} to diamond without entire tooltip

Wares Within

🔗

Expression

Patterns:
  • [all [[of] the]] wares ([with]in|of|contained in|out of) [inventor(y|ies)] %inventories%
  • all [[of] the] %item types% ([with]in|of|contained in|out of) [inventor(y|ies)] %inventories%
Since: 2.0, 2.8.0 (specific types of items)
Return Type: Slot
All wares or particular kinds of wares within an inventory. Most useful for looping or storing within a list variable.
Pray note that the positions of the wares within the inventory art not preserved, only their order remaineth.

Examples:

loop all wares in the player's inventory:
    loop-item is enchanted
    remove loop-item from the player

set {inventory::%uuid of player%::*} to wares in the player's inventory

Wares and Blocks

🔗

Expression

Patterns:
  • [all [[of] the]|the] block[[ ]type]s
  • every block[[ ]type]
  • [all [[of] the]|the|every] block[s] of kind[s] %item types%
  • [all [[of] the]|the|every] ware[s] of kind[s] %item types%
Since: 1.0 pre-5
Return Type: Item Type
Wares or blocks of a particular kind, most useful for the looping thereof.

Examples:

loop tag values of tag "diamond_ores" and tag values of tag "oak_logs":
    block contains loop-item
    message "There doth exist at least one %loop-item% within this block"

drop all blocks at the player # letteth fall one of every block upon the player

Warmth of a Block

🔗

Expression

Patterns:
Since: 2.2-dev35
Return Type: Number
The temperature at the given block's locale.

Examples:

message "%warmth of the targeted block%"

Warning Distance of the Realm's Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: integer
The warning distance of a realm's boundary. The player's vision shall be tinged crimson when they draw within this distance of the boundary.
Players behold a crimson tint only when approaching a realm's boundary, and the warning distance must be a whole number no less than naught.

Examples:

set realm boundary warning distance of {_worldborder} to 1

Warning Time of the Realm's Boundary

🔗

Expression

Patterns:
Since: 2.11
Return Type: Timespan
The warning time of a realm's boundary. Should the boundary be contracting, the player's vision shall be tinged crimson once the boundary would overtake the player within this span of time.

Examples:

set realm boundary warning time of {_worldborder} to 1 second

Wear Value / Endurance

🔗

Expression

Patterns:
Since: 1.2, 2.7 (durability reversed)
Return Type: integer
The wear value or endurance of an item.

Examples:

set wear value of player's tool to 10

reset the endurance of {_item}

set endurance of player's held item to 0

Weariness

🔗

Expression

Patterns:
Since: 2.2-dev35
Return Type: Number
The exhaustion of a player. This is chiefly employed to determine the rate of hunger's depletion.

Examples:

set exhaustion of all players to 1

Whereabouts

🔗

Expression

Patterns:
  • [the] [event-](whereabouts|position)
Since: 2.0
Return Type: Location
The whereabouts at which an event did transpire (e.g. at an entity or block), or a location relative unto another (e.g. 1 meter above another location).

Examples:

drop 5 apples at the event-whereabouts # exactly the same as writing 'drop 5 apples'

set {_loc} to the whereabouts 1 meter above the player

Whereabouts

🔗

Expression

Patterns:
Since: 2.0
Return Type: Location
The whereabouts at which an event did transpire (e.g. at an entity or block), or a location relative unto another (e.g. 1 meter above another location).

Examples:

drop 5 apples at the event-whereabouts # exactly the same as writing 'drop 5 apples'

set {_loc} to the whereabouts 1 meter above the player

Whereabouts

🔗

Expression

Patterns:
Since: Unknown
Return Type: Location
The whereabouts of a block or entity. This doth not merely represent the x, y and z coordinates but also includeth the world and the direction an entity doth face (e.g. teleporting to a preserved location shall make the teleported entity face the same preserved direction each time).
Pray note that the whereabouts of an entity lie at its feet; employ head location to obtain the location of the head.

Examples:

set {home::%uuid of player%} to the whereabouts of the player

message "Thy home hath been set to %player's whereabouts% in %player's world%."

Whereabouts At Coordinates

🔗

Expression

Patterns:
  • [the] (whereabouts|position) [at] [\(][x[ ][=[ ]]]%number%, [y[ ][=[ ]]]%number%, [and] [z[ ][=[ ]]]%number%[\)] [[(in|of) [[the] world]] %world%]
Since: 2.0
Return Type: Location
Alloweth the creation of a location from three coordinates and a world.

Examples:

set {_loc} to the whereabouts at arg-1, arg-2, arg-3 of the world arg-4

distance between the player and the whereabouts (0, 0, 0) is less than 200

Whether

🔗

Expression

Patterns:
  • whether <.+>
Since: 2.9.0
Return Type: Boolean
A shorthand for returning the verdict of a condition (true or false). This is functionally identical to employing `true if else false`.

Examples:

set {fly} to whether player can fly

broadcast "In flight: %whether player is flying%"

Wisdom Orbs

🔗

Expression

Patterns:
  • [the] [(spawned|dropped)] [e]xp[erience] [orb[s]]
Since: 2.1, 2.5.3 (block break event), 2.7 (experience change event), 2.10 (breeding, fishing)
Return Type: Experience
How much experience was brought forth in an experience spawn or block break event. May be altered.

Examples:

on experience spawn:
    add 5 to the spawned experience

on break of coal ore:
    clear dropped experience

on break of diamond ore:
    if tool of player = diamond pickaxe:
        add 100 to dropped experience

on breed:
    breeding father is a cow
    set dropped experience to 10

on fish catch:
    add 70 to dropped experience

With Fire Ward

🔗

Expression

Patterns:
Since: 2.9.0
Requirements: Spigot 1.20.5+
Return Type: Item Type
Createth a copy of an item bestowed with (or bereft of) fire ward.

Examples:

set {_x} to diamond sword with fire ward

equip player with netherite helmet without fire ward

drop fire warded stone at player

Worth of a Subnode

🔗

Expression

Patterns:
Since: 2.10
Return Type: Object
Returneth the value of a sub-node within the given node, following the appointed path.
The value is automatically transmuted to the specified type (e.g. text, number) where possible.

Examples:

set {_node} to node "language" in the skript config
broadcast the text worth at "" in {_node}

Wound's Origin - Direct Entity

🔗

Expression

Patterns:
Since: 2.12
Return Type: Entity
The direct entity of a damage source.
The direct entity is that which didst immediately inflict the harm. (e.g. the arrow that was loosed)
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type to magic
    set the causing entity to {_player}
    set the direct entity to {_arrow}
    set the damage location to location(0, 0, 10)
damage all players by 5 using {_source}

on death:
    set {_direct} to the direct entity of event-damage source

Wound's Origin - Hunger Weariness

🔗

Expression

Patterns:
Since: 2.12
Return Type: float
The measure of hunger exhaustion wrought by a damage source.

Examples:

on damage:
    if the food exhaustion of event-damage source is 10:

Wound's Origin - Provenance

🔗

Expression

Patterns:
Since: 2.12
Return Type: Location
The final locale whence the damage didst originate.
The 'source location' for vanilla damage sources shall retrieve the 'damage location' if set. If 'damage location' be not set, it shall attempt to procure the location of the 'causing entity', otherwise, null.

Examples:

on death:
    set {_location} to the source location of event-damage source

Wound's Source — Causing Creature

🔗

Expression

Patterns:
Since: 2.12
Return Type: Entity
The causing creature of a damage source.
The causing creature is the entity that did ultimately bring about the harm. (e.g. the entity that loosed an arrow)
When setting a 'causing creature' thou must also set a 'direct creature'.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the damage type to magic
    set the causing creature to {_player}
    set the direct creature to {_arrow}
    set the damage location to location(0, 0, 10)

on damage:
    set {_causing} to the causing creature of event-damage source

Wound's Source — Manner of Harm

🔗

Expression

Patterns:
Since: 2.12
Return Type: Damage Type
The manner of harm borne by a damage source.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

set {_source} to a custom damage source:
    set the wound's manner to magic
    set the causing creature to {_player}
    set the direct creature to {_arrow}
    set the wound's locale to location(0, 0, 10)
damage all players by 5 using {_source}

on death:
    set {_type} to the wound's manner of event-damage source

Wound's Source — Place of Harm

🔗

Expression

Patterns:
Since: 2.12
Return Type: Location
The locale whence the damage did originate.
The 'wound's locale' upon vanilla damage sources shall be set if no entity caused the harm.
Attributes of a damage source cannot be altered once forged, only whilst within the 'custom damage source' section.

Examples:

damage all players by 5 using a custom damage source:
    set the damage type to magic
    set the causing creature to {_player}
    set the direct creature to {_arrow}
    set the wound's locale to location(0, 0, 10)

on death:
    set {_location} to the wound's locale of event-damage source

X Repetitions

🔗

Expression

Patterns:
  • %number% time[s]
  • once
  • twice
  • thrice
Since: 1.4.6
Return Type: long
Integers from 1 unto X, employed within loops to repeat X times over.

Examples:

loop 20 times:
    broadcast "%21 - loop-number% seconds remain.."
    wait 1 second

X of Item or Entity Kind

🔗

Expression

Patterns:
Since: 1.2
Return Type: Object
An expression for employing an item or entity kind with a differing quantity.

Examples:

give level of player of iron pickaxes to the player

Yaw and Pitch

🔗

Expression

Patterns:
Since: 2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers)
Return Type: float
The yaw or pitch of a location or vector.
A yaw of 0 or 360 denoteth the positive z direction. Adding a positive number to a player's yaw shall rotate them clockwise.
A pitch of 90 denoteth the negative y direction, or a downward gaze. A pitch of -90 denoteth an upward gaze. Adding a positive number to the pitch shall rotate the direction earthward.
Only Paper 1.19+ users may directly alter the yaw or pitch of players.

Examples:

log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log"

set {_yaw} to yaw of player

set {_p} to pitch of target entity

set pitch of player to -90 # Maketh the player gaze heavenward, Paper 1.19+ only

add 180 to yaw of target of player # Maketh the target look behind themselves

Yield of Execution

🔗

Expression

Patterns:
  • [the] (yield|result)[s] of [running|executing] %executable% [with arg[ument]s %objects%]
Since: 2.10
Return Type: Object
Doth run something (such as a function) and returneth its yield.
Shouldst the thing be expected to return many values, employ 'yields' in lieu of 'yield'.

Examples:

set {_function} to the function named "myFunction"

set {_result} to the yield of {_function}

set {_list::*} to the yields of {_function}

set {_result} to the yield of {_function} with arguments 13 and true